unreal.PhysicsControl

class unreal.PhysicsControl(parent_mesh_component: MeshComponent = Ellipsis, parent_bone_name: Name = 'None', child_mesh_component: MeshComponent = Ellipsis, child_bone_name: Name = 'None', control_data: PhysicsControlData = Ellipsis, control_multiplier: PhysicsControlMultiplier = Ellipsis, control_target: PhysicsControlTarget = Ellipsis, control_settings: PhysicsControlSettings = Ellipsis)

Bases: StructBase

Structure that determines a “control” - this contains all the information needed to drive (with spring-dampers) a child body relative to a parent body. These bodies will be associated with either a static or skeletal mesh.

C++ Source:

  • Plugin: PhysicsControl

  • Module: PhysicsControl

  • File: PhysicsControlData.h

Editor Properties: (see get_editor_property/set_editor_property)

  • child_bone_name (Name): [Read-Write] The name of the skeletal mesh bone or the name of the static mesh body that the control will be driving.

  • child_mesh_component (MeshComponent): [Read-Write] The mesh that the control will be driving.

  • control_data (PhysicsControlData): [Read-Write] Strength and damping parameters. Can be modified at any time, but will sometimes have been set once during initialization

  • control_multiplier (PhysicsControlMultiplier): [Read-Write] Multiplier for the ControlData. This will typically be modified dynamically, and also expose the ability to set directional strengths

  • control_settings (PhysicsControlSettings): [Read-Write] More general settings for the control

  • control_target (PhysicsControlTarget): [Read-Write] The position/orientation etc targets for the controls. These are procedural/explicit control targets - skeletal meshes have the option to use skeletal animation as well, in which case these targets are expressed as relative to that animation.

  • parent_bone_name (Name): [Read-Write] The name of the skeletal mesh bone or the name of the static mesh body that will be doing the driving.

  • parent_mesh_component (MeshComponent): [Read-Write] The mesh that will be doing the driving. Blank/non-existent means it will happen in world space

property child_bone_name: Name

[Read-Write] The name of the skeletal mesh bone or the name of the static mesh body that the control will be driving.

Type:

(Name)

property child_mesh_component: MeshComponent

[Read-Write] The mesh that the control will be driving.

Type:

(MeshComponent)

property control_data: PhysicsControlData

[Read-Write] Strength and damping parameters. Can be modified at any time, but will sometimes have been set once during initialization

Type:

(PhysicsControlData)

property control_multiplier: PhysicsControlMultiplier

[Read-Write] Multiplier for the ControlData. This will typically be modified dynamically, and also expose the ability to set directional strengths

Type:

(PhysicsControlMultiplier)

property control_settings: PhysicsControlSettings

[Read-Write] More general settings for the control

Type:

(PhysicsControlSettings)

property control_target: PhysicsControlTarget

[Read-Write] The position/orientation etc targets for the controls. These are procedural/explicit control targets - skeletal meshes have the option to use skeletal animation as well, in which case these targets are expressed as relative to that animation.

Type:

(PhysicsControlTarget)

property parent_bone_name: Name

[Read-Write] The name of the skeletal mesh bone or the name of the static mesh body that will be doing the driving.

Type:

(Name)

property parent_mesh_component: MeshComponent

[Read-Write] The mesh that will be doing the driving. Blank/non-existent means it will happen in world space

Type:

(MeshComponent)