unreal.PhysicsAsset
¶
- class unreal.PhysicsAsset(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
PhysicsAsset contains a set of rigid bodies and constraints that make up a single ragdoll. The asset is not limited to human ragdolls, and can be used for any physical simulation using bodies and constraints. A SkeletalMesh has a single PhysicsAsset, which allows for easily turning ragdoll physics on or off for many SkeletalMeshComponents The asset can be configured inside the Physics Asset Editor. see: https://docs.unrealengine.com/InteractiveExperiences/Physics/PhysicsAssetEditor see: USkeletalMesh
C++ Source:
Module: Engine
File: PhysicsAsset.h
Editor Properties: (see get_editor_property/set_editor_property)
constraint_profiles
(Array[Name]): [Read-Write]not_for_dedicated_server
(bool): [Read-Write] If true, we skip instancing bodies for this PhysicsAsset on dedicated serversphysical_animation_profiles
(Array[Name]): [Read-Write]solver_iterations
(SolverIterations): [Read-Only] Old solver settings shown for reference. These will be removed at some point. When you open an old asset you should see that the settings were transferred to “SolverSettings” above. You should usually see: SolverSettings.PositionIterations = OldSettings.SolverIterations * OldSetting.JointIterations; SolverSettings.VelocityIterations = 1; SolverSettings.ProjectionIterations = 1;solver_settings
(PhysicsAssetSolverSettings): [Read-Write] Solver settings when the asset is used with a RigidBody Anim Node (RBAN).solver_type
(PhysicsAssetSolverType): [Read-Write] Solver type used in physics asset editor. This can be used to make what you see in the asset editror more closely resembles what you see in game (though there will be differences owing to framerate variation etc). If your asset will primarily be used as a ragdoll select “World”, but if it will be used in the AnimGraph select “RBAN”.thumbnail_info
(ThumbnailInfo): [Read-Only] Information for thumbnail rendering
- get_constraint_by_bone_names(bone1_name, bone2_name) ConstraintInstanceAccessor ¶
Gets a constraint by its joint name
- Parameters:
- Returns:
ConstraintInstance accessor to the constraint data
- Return type:
- get_constraint_by_name(constraint_name) ConstraintInstanceAccessor ¶
Gets a constraint by its joint name
- Parameters:
constraint_name (Name) – name of the constraint
- Returns:
ConstraintInstance accessor to the constraint data
- Return type:
- get_constraints(includes_terminated) Array[ConstraintInstanceAccessor] ¶
Gets all constraints
- Parameters:
includes_terminated (bool) –
- Returns:
out_constraints (Array[ConstraintInstanceAccessor]): returned list of constraints matching the parameters
- Return type: