unreal.AnimPhysConstraintSetup?

class unreal.AnimPhysConstraintSetup?

Bases: unreal.StructBase

Constraint setup struct, holds data required to build a physics constraint

C++ Source:

  • Module: AnimGraphRuntime
  • File: AnimNode_AnimDynamics.h

Editor Properties: (see get_editor_property/set_editor_property)

  • angular_constraint_type (AnimPhysAngularConstraintType): [Read-Write] Method to use when constraining angular motion
  • angular_limits_max (Vector): [Read-Write] Angular Limits Max
  • angular_limits_min (Vector): [Read-Write] Angular Limits Min
  • angular_target (Vector): [Read-Write] The axis to align the angular spring constraint to in the animation pose. This typically points down the bone - so values of (1.0, 0.0, 0.0) are common, but you can pick other values to align the spring to a different direction. Note: This is affected by the Angular Spring Constant.
  • angular_target_axis (AnimPhysTwistAxis): [Read-Write] The axis in the simulation pose to align to the Angular Target. This is typically the axis pointing along the bone. Note: This is affected by the Angular Spring Constant.
  • cone_angle (float): [Read-Write] Angle to use when constraining using a cone
  • linear_axes_max (Vector): [Read-Write] Maximum linear movement per-axis (Set zero here and in the min limit to lock)
  • linear_axes_min (Vector): [Read-Write] Minimum linear movement per-axis (Set zero here and in the max limit to lock)
  • linear_x_limit_type (AnimPhysLinearConstraintType): [Read-Write] Whether to limit the linear X axis
  • linear_y_limit_type (AnimPhysLinearConstraintType): [Read-Write] Whether to limit the linear Y axis
  • linear_z_limit_type (AnimPhysLinearConstraintType): [Read-Write] Whether to limit the linear Z axis
  • twist_axis (AnimPhysTwistAxis): [Read-Write] Axis to consider for twist when constraining angular motion (forward axis)