unreal.AnimNode_RigidBody?

class unreal.AnimNode_RigidBody(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])?

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.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
  • 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
  • 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.
  • 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
  • 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_solver_iterations (SolverIterations): [Read-Write] Solver iteration settings overrides (defaults are set in the Physics Asset). These can be varied in the runtime and set through blueprint (e.g., to increase iterations during difficult movements). Set to -1 to leave an individual iteration value at its Physics Asset value.
  • override_world_gravity (Vector): [Read-Write] Override gravity
  • override_world_gravity (bool): [Read-Write] Override World Gravity
  • 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.