unreal.InitialBodyModifier

class unreal.InitialBodyModifier(actor: Actor = Ellipsis, mesh_component_name: Name = 'None', bone_name: Name = 'None', movement_type: PhysicsMovementType = Ellipsis, gravity_multiplier: float = 0.0, kinematic_target_position: Vector = Ellipsis, kinematic_target_orientation: Quat = Ellipsis, use_skeletal_animation: bool = False)

Bases: StructBase

Structure that determines a Body Modifier used during initialization of the physics control actor

C++ Source:

  • Plugin: PhysicsControl

  • Module: PhysicsControl

  • File: PhysicsControlActor.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor (Actor): [Read-Write] The owner of the mesh that that we will modify

  • bone_name (Name): [Read-Write] If the mesh component is skeletal, then the name of the skeletal mesh bone to modify

  • gravity_multiplier (float): [Read-Write] Multiplier for gravity applied to the body. Note that if the body itself has gravity disabled, then setting this to 1 will not enable gravity.

  • kinematic_target_orientation (Quat): [Read-Write] The target orientation when kinematic. Note that this is applied on top of any animation target if bUseSkeletalAnimation is set.

  • kinematic_target_position (Vector): [Read-Write] The target position when kinematic. Note that this is applied on top of any animation target if bUseSkeletalAnimation is set.

  • mesh_component_name (Name): [Read-Write] The mesh that will be modify. If this is blank but there is an actor, then we’ll attempt to use the root component.

  • movement_type (PhysicsMovementType): [Read-Write] How the associated body should move.

  • use_skeletal_animation (bool): [Read-Write] If true then the target will be applied on top of the skeletal animation (if there is any)

property actor: Actor

[Read-Write] The owner of the mesh that that we will modify

Type:

(Actor)

property bone_name: Name

[Read-Write] If the mesh component is skeletal, then the name of the skeletal mesh bone to modify

Type:

(Name)

property gravity_multiplier: float

[Read-Write] Multiplier for gravity applied to the body. Note that if the body itself has gravity disabled, then setting this to 1 will not enable gravity.

Type:

(float)

property kinematic_target_orientation: Quat

[Read-Write] The target orientation when kinematic. Note that this is applied on top of any animation target if bUseSkeletalAnimation is set.

Type:

(Quat)

property kinematic_target_position: Vector

[Read-Write] The target position when kinematic. Note that this is applied on top of any animation target if bUseSkeletalAnimation is set.

Type:

(Vector)

property mesh_component_name: Name

[Read-Write] The mesh that will be modify. If this is blank but there is an actor, then we’ll attempt to use the root component.

Type:

(Name)

property movement_type: PhysicsMovementType

[Read-Write] How the associated body should move.

Type:

(PhysicsMovementType)

property use_skeletal_animation: bool

[Read-Write] If true then the target will be applied on top of the skeletal animation (if there is any)

Type:

(bool)