UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
BodySetupEnums.h File Reference
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "BodySetupEnums.generated.h"

Go to the source code of this file.

Namespaces

namespace  EBodyCollisionResponse
 

Enumerations

enum  ECollisionTraceFlag : int {
  UMETA =(DisplayName="Project Default") , UMETA =(DisplayName="Project Default") , UMETA =(DisplayName="Project Default") , UMETA =(DisplayName="Project Default") ,
  CTF_MAX
}
 
enum  EPhysicsType : int { UMETA =(DisplayName="Project Default") , UMETA =(DisplayName="Project Default") , UMETA =(DisplayName="Project Default") }
 
enum  EBodyCollisionResponse::Type : int { EBodyCollisionResponse::UMETA =(DisplayName="Enabled") , EBodyCollisionResponse::UMETA =(DisplayName="Enabled") }
 

Functions

PHYSICSCORE_API const TCHARLexToString (ECollisionTraceFlag Enum)
 
PHYSICSCORE_API const TCHARLexToString (EPhysicsType Enum)
 
PHYSICSCORE_API const TCHARLexToString (EBodyCollisionResponse::Type Enum)
 

Enumeration Type Documentation

◆ ECollisionTraceFlag

Enumerator
UMETA 

Use project physics settings (DefaultShapeComplexity)

Create both simple and complex shapes. Simple shapes are used for regular scene queries and collision tests. Complex shape (per poly) is used for complex scene queries.

Create only simple shapes. Use simple shapes for all scene queries and collision tests.

Create only complex shapes (per poly). Use complex shapes for all scene queries and collision tests. Can be used in simulation for static shapes only (i.e can be collided against but not moved through forces or velocity.)

Follow owner.

Do not follow owner, but make kinematic.

Do not follow owner, but simulate.

UMETA 

Use project physics settings (DefaultShapeComplexity)

Create both simple and complex shapes. Simple shapes are used for regular scene queries and collision tests. Complex shape (per poly) is used for complex scene queries.

Create only simple shapes. Use simple shapes for all scene queries and collision tests.

Create only complex shapes (per poly). Use complex shapes for all scene queries and collision tests. Can be used in simulation for static shapes only (i.e can be collided against but not moved through forces or velocity.)

Follow owner.

Do not follow owner, but make kinematic.

Do not follow owner, but simulate.

UMETA 

Use project physics settings (DefaultShapeComplexity)

Create both simple and complex shapes. Simple shapes are used for regular scene queries and collision tests. Complex shape (per poly) is used for complex scene queries.

Create only simple shapes. Use simple shapes for all scene queries and collision tests.

Create only complex shapes (per poly). Use complex shapes for all scene queries and collision tests. Can be used in simulation for static shapes only (i.e can be collided against but not moved through forces or velocity.)

Follow owner.

Do not follow owner, but make kinematic.

Do not follow owner, but simulate.

UMETA 

Use project physics settings (DefaultShapeComplexity)

Create both simple and complex shapes. Simple shapes are used for regular scene queries and collision tests. Complex shape (per poly) is used for complex scene queries.

Create only simple shapes. Use simple shapes for all scene queries and collision tests.

Create only complex shapes (per poly). Use complex shapes for all scene queries and collision tests. Can be used in simulation for static shapes only (i.e can be collided against but not moved through forces or velocity.)

Follow owner.

Do not follow owner, but make kinematic.

Do not follow owner, but simulate.

CTF_MAX 

◆ EPhysicsType

Enumerator
UMETA 

Use project physics settings (DefaultShapeComplexity)

Create both simple and complex shapes. Simple shapes are used for regular scene queries and collision tests. Complex shape (per poly) is used for complex scene queries.

Create only simple shapes. Use simple shapes for all scene queries and collision tests.

Create only complex shapes (per poly). Use complex shapes for all scene queries and collision tests. Can be used in simulation for static shapes only (i.e can be collided against but not moved through forces or velocity.)

Follow owner.

Do not follow owner, but make kinematic.

Do not follow owner, but simulate.

UMETA 

Use project physics settings (DefaultShapeComplexity)

Create both simple and complex shapes. Simple shapes are used for regular scene queries and collision tests. Complex shape (per poly) is used for complex scene queries.

Create only simple shapes. Use simple shapes for all scene queries and collision tests.

Create only complex shapes (per poly). Use complex shapes for all scene queries and collision tests. Can be used in simulation for static shapes only (i.e can be collided against but not moved through forces or velocity.)

Follow owner.

Do not follow owner, but make kinematic.

Do not follow owner, but simulate.

UMETA 

Use project physics settings (DefaultShapeComplexity)

Create both simple and complex shapes. Simple shapes are used for regular scene queries and collision tests. Complex shape (per poly) is used for complex scene queries.

Create only simple shapes. Use simple shapes for all scene queries and collision tests.

Create only complex shapes (per poly). Use complex shapes for all scene queries and collision tests. Can be used in simulation for static shapes only (i.e can be collided against but not moved through forces or velocity.)

Follow owner.

Do not follow owner, but make kinematic.

Do not follow owner, but simulate.

Function Documentation

◆ LexToString() [1/3]

PHYSICSCORE_API const TCHAR * LexToString ( EBodyCollisionResponse::Type  Enum)

◆ LexToString() [2/3]

PHYSICSCORE_API const TCHAR * LexToString ( ECollisionTraceFlag  Enum)

Helpers to convert enum to string

◆ LexToString() [3/3]

PHYSICSCORE_API const TCHAR * LexToString ( EPhysicsType  Enum)