unreal.InitialBodyModifier
¶
- class unreal.InitialBodyModifier(actor: Actor = Ellipsis, mesh_component_name: Name = 'None', bone_name: Name = 'None', body_modifier_data: PhysicsControlModifierData = Ellipsis, kinematic_target_position: Vector = Ellipsis, kinematic_target_orientation: Rotator = Ellipsis)¶
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 modifybody_modifier_data
(PhysicsControlModifierData): [Read-Write] How the body should move etcbone_name
(Name): [Read-Write] If the mesh component is skeletal, then the name of the skeletal mesh bone to modifykinematic_target_orientation
(Rotator): [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.
- property body_modifier_data: PhysicsControlModifierData¶
[Read-Write] How the body should move etc
- Type:
- 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 kinematic_target_orientation: Rotator¶
[Read-Write] The target orientation when kinematic. Note that this is applied on top of any animation target if bUseSkeletalAnimation is set.
- Type:
(Rotator)