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 modify

  • body_modifier_data (PhysicsControlModifierData): [Read-Write] How the body should move etc

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

  • 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.

  • 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 actor: Actor

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

Type:

(Actor)

property body_modifier_data: PhysicsControlModifierData

[Read-Write] How the body should move etc

Type:

(PhysicsControlModifierData)

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)

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)