unreal.AnimNode_RigidBody_Chaos

class unreal.AnimNode_RigidBody_Chaos(component_pose=[], lod_threshold=-1, alpha_input_type=AnimAlphaInputType.FLOAT, alpha_bool_enabled=True, alpha=1.0, alpha_scale_bias=[1.0, 0.0], alpha_bool_blend=[0.0, 0.0, AlphaBlendOption.LINEAR, None], alpha_curve_name='None', alpha_scale_bias_clamp=[False, False, False, [0.0, 1.0], [0.0, 1.0], 1.0, 0.0, 0.0, 1.0, 10.0, 10.0], physical_material=None, simulating=True, num_iterations=1, notify_collisions=False, object_type=ObjectStateTypeEnum.CHAOS_OBJECT_KINEMATIC, density=2.4, min_mass=0.001, max_mass=1000000.0, collision_type=CollisionTypeEnum.CHAOS_VOLUMETRIC, implicit_shape_particles_per_unit_area=0.1, implicit_shape_min_num_particles=0, implicit_shape_max_num_particles=50, min_level_set_resolution=5, max_level_set_resolution=10, collision_group=0, initial_velocity_type=InitialVelocityTypeEnum.CHAOS_INITIAL_VELOCITY_USER_DEFINED, initial_linear_velocity=[0.0, 0.0, 0.0], initial_angular_velocity=[0.0, 0.0, 0.0])

Bases: unreal.AnimNode_SkeletalControlBase

Controller that simulates physics based on the physics asset of the skeletal mesh component

C++ Source:

  • Module: AnimGraphRuntime
  • File: AnimNode_RigidBody_Chaos.h

Editor Properties: (see get_editor_property/set_editor_property)

  • alpha (float): [Read-Write] Current strength of the skeletal control

  • alpha_bool_blend (InputAlphaBoolBlend): [Read-Write] Alpha Bool Blend

  • alpha_bool_enabled (bool): [Read-Write] Alpha Bool Enabled

  • alpha_curve_name (Name): [Read-Write] Alpha Curve Name

  • alpha_input_type (AnimAlphaInputType): [Read-Write] Alpha Input Type

  • alpha_scale_bias (InputScaleBias): [Read-Write] Alpha Scale Bias

  • alpha_scale_bias_clamp (InputScaleBiasClamp): [Read-Write] Alpha Scale Bias Clamp

  • base_bone_ref (BoneReference): [Read-Write] Matters if SimulationSpace is BaseBone

  • cached_bounds_scale (float): [Read-Write] Scale of cached bounds (vs. actual bounds). Increasing this may improve performance, but overlaps may not work as well. (A value of 1.0 effectively disables cached bounds).

  • clamp_linear_translation_limit_to_ref_pose (bool): [Read-Write] Correct for linear tearing on bodies with all axes Locked. This only works if all axes linear translation are locked

  • collision_group (int32): [Read-Write] Collision group - 0 = collides with all, -1 = none

  • collision_type (CollisionTypeEnum): [Read-Write] CollisionType defines how to initialize the rigid collision structures.

  • component_applied_linear_acc_clamp (Vector): [Read-Write] When using non-world-space sim, this is an overall clamp on acceleration derived from ComponentLinearAccScale and ComponentLinearVelScale, to ensure it is not too large.

  • component_linear_acc_scale (Vector): [Read-Write] When using non-world-space sim, this controls how much of the components world-space acceleration is passed on to the local-space simulation.

  • component_linear_vel_scale (Vector): [Read-Write] When using non-world-space sim, this applies a ‘drag’ to the bodies in the local space simulation, based on the components world-space velocity.

  • component_pose (ComponentSpacePoseLink): [Read-Write] Input link

  • density (float): [Read-Write] Density / mass.

    Common densities in g/cm^3:

    gold: 19.3 lead: 11.3 copper: 8.3 - 9.0 steel: 8.03 iron: 7.8 aluminum: 2.7 glass: 2.4 - 2.8 brick: 1.4 - 2.4 concrete: 0.45 - 2.4 bone: 1.7 - 2.0 muscle: 1.06 water: 1.0 fat: 0.9196 gasoline: 0.7 wood: 0.67 tree bark: 0.24 air: 0.001293

  • enable_world_geometry (bool): [Read-Write] Enable World Geometry

  • external_force (Vector): [Read-Write] Applies a uniform external force in world space. This allows for easily faking inertia of movement while still simulating in component space for example

  • force_disable_collision_between_constraint_bodies (bool): [Read-Write] Whether to allow collisions between two bodies joined by a constraint

  • freeze_incoming_pose_on_start (bool): [Read-Write] When simulation starts, freeze incoming pose. This is useful for ragdolls, when we want the simulation to take over. It prevents non simulated bones from animating.

  • implicit_shape_max_num_particles (int32): [Read-Write] Maximum number of particles for each implicit shape.

  • implicit_shape_min_num_particles (int32): [Read-Write] Minimum number of particles for each implicit shape.

  • implicit_shape_particles_per_unit_area (float): [Read-Write] Number of particles to generate per unit area (square cm). 0.1 would generate 1 collision particle per 10 cm^2.

  • initial_angular_velocity (Vector): [Read-Write] Initial angular velocity.

  • initial_linear_velocity (Vector): [Read-Write] Initial linear velocity.

  • initial_velocity_type (InitialVelocityTypeEnum): [Read-Write] Where to pull initial velocity from - user defined or animation.

  • lod_threshold (int32): [Read-Write] * Max LOD that this node is allowed to run * For example if you have LODThreadhold to be 2, it will run until LOD 2 (based on 0 index) * when the component LOD becomes 3, it will stop update/evaluate * currently transition would be issue and that has to be re-visited

  • max_level_set_resolution (int32): [Read-Write] Resolution on the smallest axes for the level set. (def: 10)

  • max_mass (float): [Read-Write] Max Mass

  • min_level_set_resolution (int32): [Read-Write] Resolution on the smallest axes for the level set. (def: 5)

  • min_mass (float): [Read-Write] Min Mass

  • notify_collisions (bool): [Read-Write] If true, this component will get collision notification events ( IChaosNotifyHandlerInterface):

  • num_iterations (int32): [Read-Write] Number of solver interations.

  • object_type (ObjectStateTypeEnum): [Read-Write] ObjectType defines how to initialize the rigid collision structures.

  • overlap_channel (CollisionChannel): [Read-Write] The channel we use to find static geometry to collide with

  • override_physics_asset (PhysicsAsset): [Read-Write] Physics asset to use. If empty use the skeletal mesh’s default physics asset

  • override_world_gravity (bool): [Read-Write] Override World Gravity

  • override_world_gravity (Vector): [Read-Write] Override gravity

  • physical_material (ChaosPhysicalMaterial): [Read-Write] Physical Properties

  • simulating (bool): [Read-Write] When Simulating is enabled the Component will initialize its rigid bodies within the solver.

  • simulation_space (SimulationSpace): [Read-Write] What space to simulate the bodies in. This affects how velocities are generated

  • transfer_bone_velocities (bool): [Read-Write] When simulation starts, transfer previous bone velocities (from animation) to make transition into simulation seamless.

collision_group

(int32) – [Read-Write] Collision group - 0 = collides with all, -1 = none

collision_type

(CollisionTypeEnum) – [Read-Write] CollisionType defines how to initialize the rigid collision structures.

density

(float) – [Read-Write] Density / mass.

Common densities in g/cm^3:
gold: 19.3 lead: 11.3 copper: 8.3 - 9.0 steel: 8.03 iron: 7.8 aluminum: 2.7 glass: 2.4 - 2.8 brick: 1.4 - 2.4 concrete: 0.45 - 2.4 bone: 1.7 - 2.0 muscle: 1.06 water: 1.0 fat: 0.9196 gasoline: 0.7 wood: 0.67 tree bark: 0.24 air: 0.001293
implicit_shape_max_num_particles

(int32) – [Read-Write] Maximum number of particles for each implicit shape.

implicit_shape_min_num_particles

(int32) – [Read-Write] Minimum number of particles for each implicit shape.

implicit_shape_particles_per_unit_area

(float) – [Read-Write] Number of particles to generate per unit area (square cm). 0.1 would generate 1 collision particle per 10 cm^2.

initial_angular_velocity

(Vector) – [Read-Write] Initial angular velocity.

initial_linear_velocity

(Vector) – [Read-Write] Initial linear velocity.

initial_velocity_type

(InitialVelocityTypeEnum) – [Read-Write] Where to pull initial velocity from - user defined or animation.

max_level_set_resolution

**(int32)* – [Read-Only] Resolution on the smallest axes for the level set. (def* – 10)

max_mass

(float) – [Read-Write] Max Mass

min_level_set_resolution

**(int32)* – [Read-Only] Resolution on the smallest axes for the level set. (def* – 5)

min_mass

(float) – [Read-Write] Min Mass

notify_collisions

(bool) – [Read-Write] If true, this component will get collision notification events ( IChaosNotifyHandlerInterface):

num_iterations

(int32) – [Read-Write] Number of solver interations.

object_type

(ObjectStateTypeEnum) – [Read-Write] ObjectType defines how to initialize the rigid collision structures.

physical_material

(ChaosPhysicalMaterial) – [Read-Only] Physical Properties

simulating

(bool) – [Read-Write] When Simulating is enabled the Component will initialize its rigid bodies within the solver.