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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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This is the complete list of members for FBodyInstance, including all inherited members.
| ActorHandle | FBodyInstance | |
| AddAngularImpulseInRadians(const FVector &Impulse, bool bVelChange, const FAsyncPhysicsTimestamp TimeStamp=FAsyncPhysicsTimestamp(), APlayerController *PlayerController=nullptr) | FBodyInstance | |
| AddCustomPhysics(FCalculateCustomPhysics &CalculateCustomPhysics) | FBodyInstance | |
| AddForce(const FVector &Force, bool bAllowSubstepping=true, bool bAccelChange=false, const FAsyncPhysicsTimestamp TimeStamp=FAsyncPhysicsTimestamp(), APlayerController *PlayerController=nullptr) | FBodyInstance | |
| AddForceAtPosition(const FVector &Force, const FVector &Position, bool bAllowSubstepping=true, bool bIsLocalForce=false, const FAsyncPhysicsTimestamp TimeStamp=FAsyncPhysicsTimestamp(), APlayerController *PlayerController=nullptr) | FBodyInstance | |
| AddImpulse(const FVector &Impulse, bool bVelChange, const FAsyncPhysicsTimestamp TimeStamp=FAsyncPhysicsTimestamp(), APlayerController *PlayerController=nullptr) | FBodyInstance | |
| AddImpulseAtPosition(const FVector &Impulse, const FVector &Position, const FAsyncPhysicsTimestamp TimeStamp=FAsyncPhysicsTimestamp(), APlayerController *PlayerController=nullptr) | FBodyInstance | |
| AddRadialForceToBody(const FVector &Origin, float Radius, float Strength, uint8 Falloff, bool bAccelChange=false, bool bAllowSubstepping=true) | FBodyInstance | |
| AddRadialImpulseToBody(const FVector &Origin, float Radius, float Strength, uint8 Falloff, bool bVelChange=false) | FBodyInstance | |
| AddTorqueInRadians(const FVector &Torque, bool bAllowSubstepping=true, bool bAccelChange=false, const FAsyncPhysicsTimestamp TimeStamp=FAsyncPhysicsTimestamp(), APlayerController *PlayerController=nullptr) | FBodyInstance | |
| AddVelocityChangeImpulseAtLocation(const FVector &Impulse, const FVector &Position, const FAsyncPhysicsTimestamp TimeStamp=FAsyncPhysicsTimestamp(), APlayerController *PlayerController=nullptr) | FBodyInstance | |
| AngularDamping | FBodyInstance | |
| ApplyAsyncPhysicsCommand(FAsyncPhysicsTimestamp TimeStamp, const bool bIsInternal, APlayerController *PlayerController, const TFunction< void()> &Command) | FBodyInstance | |
| ApplyDeferredCollisionProfileName() | FBodyInstance | |
| ApplyMaterialToInstanceShapes_AssumesLocked(UPhysicalMaterial *SimplePhysMat, TArray< UPhysicalMaterial * > &ComplexPhysMats, const TArrayView< FPhysicalMaterialMaskParams > &ComplexPhysMatMasks) | FBodyInstance | |
| ApplyMaterialToShape_AssumesLocked(const FPhysicsShapeHandle &InShape, UPhysicalMaterial *SimplePhysMat, const TArrayView< UPhysicalMaterial * > &ComplexPhysMats, const TArrayView< FPhysicalMaterialMaskParams > *ComplexPhysMatMasks=nullptr) | FBodyInstance | static |
| ApplySerializedState(Chaos::FSerializedDataBufferPtr &&InSerializedState, Chaos::ESerializedDataContext DataContext) | FBodyInstance | |
| ApplyWeldOnChildren() | FBodyInstance | |
| AsyncTermBody(FAsyncTermBodyPayload &Payload) | FBodyInstance | static |
| bAutoWeld | FBodyInstanceCore | |
| bContactModification | FBodyInstance | |
| bDirtyMassProps | FBodyInstanceCore | |
| bEnableGravity | FBodyInstanceCore | |
| bGenerateWakeEvents | FBodyInstanceCore | |
| bGyroscopicTorqueEnabled | FBodyInstanceCore | |
| bHACK_DisableCollisionResponse | FBodyInstance | |
| bHACK_DisableSkelComponentFilterOverriding | FBodyInstance | |
| bIgnoreAnalyticCollisions | FBodyInstance | |
| bInertiaConditioning | FBodyInstance | protected |
| bInterpolateWhenSubStepping | FBodyInstance | protected |
| bLockRotation | FBodyInstance | |
| bLockTranslation | FBodyInstance | |
| bLockXRotation | FBodyInstance | |
| bLockXTranslation | FBodyInstance | |
| bLockYRotation | FBodyInstance | |
| bLockYTranslation | FBodyInstance | |
| bLockZRotation | FBodyInstance | |
| bLockZTranslation | FBodyInstance | |
| bNotifyRigidBodyCollision | FBodyInstance | |
| BodyInstanceOwner | FBodyInstance | |
| BodySetup | FBodyInstanceCore | |
| bOneWayInteraction | FBodyInstance | protected |
| bOverrideIterationCounts | FBodyInstance | protected |
| bOverrideMass | FBodyInstanceCore | |
| bOverrideMaxAngularVelocity | FBodyInstance | |
| bOverrideMaxDepenetrationVelocity | FBodyInstance | protected |
| bOverrideSolverAsyncDeltaTime | FBodyInstance | |
| bOverrideWalkableSlopeOnInstance | FBodyInstance | protected |
| bPendingCollisionProfileSetup | FBodyInstance | protected |
| bSimulatePhysics | FBodyInstanceCore | |
| bSmoothEdgeCollisions | FBodyInstance | |
| bStartAwake | FBodyInstanceCore | |
| BuildBodyCollisionFlags(FBodyCollisionFlags &OutFlags, ECollisionEnabled::Type UseCollisionEnabled, bool bUseComplexAsSimple) | FBodyInstance | static |
| BuildBodyFilterData(FBodyCollisionFilterData &OutFilterData, const int32 ShapeIndex=INDEX_NONE) const | FBodyInstance | |
| bUpdateKinematicFromSimulation | FBodyInstanceCore | |
| bUpdateMassWhenScaleChanges | FBodyInstanceCore | |
| bUseCCD | FBodyInstance | |
| Chaos::Private::FInitBodiesHelperBaseInternal | FBodyInstance | friend |
| ClearExternalCollisionProfile() | FBodyInstance | |
| ClearForces(bool bAllowSubstepping=true) | FBodyInstance | |
| ClearTorques(bool bAllowSubstepping=true) | FBodyInstance | |
| COMNudge | FBodyInstance | |
| CopyBodyInstancePropertiesFrom(const FBodyInstance *FromInst) | FBodyInstance | |
| CopyRuntimeBodyInstancePropertiesFrom(const FBodyInstance *FromInst) | FBodyInstance | |
| CreateDOFLock() | FBodyInstance | |
| CurrentSceneState | FBodyInstance | |
| CustomDOFPlaneNormal | FBodyInstance | |
| CustomSleepThresholdMultiplier | FBodyInstance | |
| DoesUseCollisionProfile() const | FBodyInstance | |
| DOFConstraint | FBodyInstance | |
| DOFMode | FBodyInstance | |
| DrawCOMPosition(class FPrimitiveDrawInterface *PDI, float COMRenderSize, const FColor &COMRenderColor) | FBodyInstance | |
| ExecuteOnCalculateCustomProjection(FTransform &WorldTM) const | FBodyInstance | |
| ExternalCollisionProfileBodySetup | FBodyInstance | protected |
| FBodyInstance() | FBodyInstance | |
| FBodyInstanceCore() | FBodyInstanceCore | |
| FBodyInstanceCustomization | FBodyInstance | friend |
| FBodyInstanceCustomizationHelper | FBodyInstance | friend |
| FBodySetupDetails | FBodyInstance | friend |
| FFoliageTypeCustomizationHelpers | FBodyInstance | friend |
| FixupData(class UObject *Loader) | FBodyInstance | |
| FUpdateCollisionResponseHelper | FBodyInstance | friend |
| GetActorReferenceWithWelding() const | FBodyInstance | |
| GetAllowPartialIslandSleep() const | FBodyInstance | inline |
| GetAllShapes_AssumesLocked(TArray< FPhysicsShapeHandle > &OutShapes) const | FBodyInstance | |
| GetBodyBounds() const | FBodyInstance | |
| GetBodyBoundsLocal() const | FBodyInstance | |
| GetBodyDebugName() const | FBodyInstance | |
| GetBodyInertiaTensor() const | FBodyInstance | |
| GetBodyInstanceAsyncPhysicsTickHandle() const | FBodyInstance | inline |
| GetBodyInstanceResourceSizeEx(FResourceSizeEx &CumulativeResourceSize) const | FBodyInstance | |
| GetBodyMass() const | FBodyInstance | |
| GetBodySetup() const | FBodyInstance | |
| GetCollisionEnabled(bool bCheckOwner=true) const | FBodyInstance | inline |
| GetCollisionProfileName() const | FBodyInstance | |
| GetCollisionResponse() const | FBodyInstance | inline |
| GetComplexPhysicalMaterials() const | FBodyInstance | |
| GetComplexPhysicalMaterials(TArray< FPhysicalMaterialMaskParams > &OutPhysMaterialMasks) const | FBodyInstance | |
| GetComplexPhysicalMaterials(TArray< UPhysicalMaterial * > &OutPhysMaterials) const | FBodyInstance | |
| GetComplexPhysicalMaterials(TArray< UPhysicalMaterial * > &OutPhysMaterials, TArray< FPhysicalMaterialMaskParams > &OutPhysMaterialMasks) const | FBodyInstance | |
| GetComplexPhysicalMaterials(const FBodyInstance *BodyInstance, TWeakObjectPtr< UPrimitiveComponent > Owner, TArray< UPhysicalMaterial * > &OutPhysMaterials, TArray< FPhysicalMaterialMaskParams > *OutPhysMaterialMasks=nullptr, IPhysicsBodyInstanceOwner *InBodyInstanceOwner=nullptr) | FBodyInstance | static |
| GetCOMPosition() const | FBodyInstance | inline |
| GetCurrentWeldInfo() const | FBodyInstance | |
| GetDistanceToBody(const FVector &Point, FVector &OutPointOnBody) const | FBodyInstance | |
| GetKinematicTarget() const | FBodyInstance | |
| GetKinematicTarget_AssumesLocked() const | FBodyInstance | |
| GetLockedAxis() const | FBodyInstance | |
| GetMaskFilter() const | FBodyInstance | inline |
| GetMassOverride() const | FBodyInstance | inline |
| GetMassSpaceLocal() const | FBodyInstance | |
| GetMassSpaceToWorldSpace() const | FBodyInstance | |
| GetMaxAngularVelocityInRadians() const | FBodyInstance | |
| GetMaxDepenetrationVelocity() const | FBodyInstance | inline |
| GetObjectType() const | FBodyInstance | inline |
| GetOriginalBodyInstance(const FPhysicsShapeHandle &InShape) const | FBodyInstance | |
| GetOverrideMaxDepenetrationVelocity() const | FBodyInstance | inline |
| GetOverrideWalkableSlopeOnInstance() const | FBodyInstance | |
| GetPhysicsActor() const | FBodyInstance | |
| GetPhysicsActorHandle() | FBodyInstance | |
| GetPhysicsActorHandle() const | FBodyInstance | |
| GetPhysicsActorWeldRoot() const | FBodyInstance | |
| GetPhysicsReplicationMode() const | FBodyInstance | |
| GetPhysicsScene() | FBodyInstance | |
| GetPhysicsScene() const | FBodyInstance | |
| GetPhysMaterialOverride() const | FBodyInstance | inline |
| GetPositionSolverIterationCount() const | FBodyInstance | inline |
| GetProjectionSolverIterationCount() const | FBodyInstance | inline |
| GetRelativeBodyTransform(const FPhysicsShapeHandle &InShape) const | FBodyInstance | |
| GetResponseToChannel(ECollisionChannel Channel) const | FBodyInstance | inline |
| GetResponseToChannels() const | FBodyInstance | inline |
| GetRigidBodyState(FRigidBodyState &OutState) | FBodyInstance | |
| GetShapeCollisionEnabled(const int32 ShapeIndex) const | FBodyInstance | |
| GetShapeResponseToChannels(const int32 ShapeIndex) const | FBodyInstance | |
| GetShapeResponseToChannels(const int32 ShapeIndex, const FCollisionResponseContainer &DefaultResponseContainer) const | FBodyInstance | |
| GetSimplePhysicalMaterial() const | FBodyInstance | |
| GetSimplePhysicalMaterial(const FBodyInstance *BodyInstance, TWeakObjectPtr< UPrimitiveComponent > Owner, TWeakObjectPtr< UBodySetup > BodySetupPtr, IPhysicsBodyInstanceOwner *BodyInstanceOwner=nullptr) | FBodyInstance | static |
| GetSleepThresholdMultiplier() const | FBodyInstance | |
| GetSolverAsyncDeltaTime() const | FBodyInstance | inline |
| GetSquaredDistanceToBody(const FVector &Point, float &OutDistanceSquared, FVector &OutPointOnBody) const | FBodyInstance | |
| GetUnrealWorldAngularVelocityInRadians() const | FBodyInstance | |
| GetUnrealWorldAngularVelocityInRadians_AssumesLocked() const | FBodyInstance | |
| GetUnrealWorldTransform(bool bWithProjection=true, bool bForceGlobalPose=false) const | FBodyInstance | |
| GetUnrealWorldTransform_AssumesLocked(bool bWithProjection=true, bool bForceGlobalPose=false) const | FBodyInstance | |
| GetUnrealWorldVelocity() const | FBodyInstance | |
| GetUnrealWorldVelocity_AssumesLocked() const | FBodyInstance | |
| GetUnrealWorldVelocityAtPoint(const FVector &Point) const | FBodyInstance | |
| GetUnrealWorldVelocityAtPoint_AssumesLocked(const FVector &Point) const | FBodyInstance | |
| GetUseMACD() const | FBodyInstance | inline |
| GetVelocitySolverIterationCount() const | FBodyInstance | inline |
| GetWalkableSlopeOverride() const | FBodyInstance | |
| GravityGroupIndex | FBodyInstance | |
| InertiaTensorScale | FBodyInstance | |
| InitBody(UBodySetup *Setup, const FTransform &Transform, UPrimitiveComponent *PrimComp, FPhysScene *InRBScene) | FBodyInstance | inline |
| InitBody(UBodySetup *Setup, const FTransform &Transform, UPrimitiveComponent *PrimComp, FPhysScene *InRBScene, const FInitBodySpawnParams &SpawnParams, IPhysicsBodyInstanceOwner *BodyInstanceOwner=nullptr) | FBodyInstance | |
| InitBody(UBodySetup *Setup, const FTransform &Transform, UPrimitiveComponent *PrimComp, UObject *SourceObject, FPhysScene *InRBScene, const FInitBodySpawnParams &SpawnParams, IPhysicsBodyInstanceOwner *BodyInstanceOwner=nullptr) | FBodyInstance | |
| InitDynamicProperties_AssumesLocked() | FBodyInstance | |
| InitStaticBodies(const TArray< FBodyInstance * > &Bodies, const TArray< FTransform > &Transforms, UBodySetup *BodySetup, class UPrimitiveComponent *PrimitiveComp, FPhysScene *InRBScene) | FBodyInstance | static |
| InitStaticBodies(TArray< FBodyInstance * > &&Bodies, TArray< FTransform > &&Transforms, UBodySetup *BodySetup, class UPrimitiveComponent *PrimitiveComp, FPhysScene *InRBScene, IPhysicsBodyInstanceOwner *BodyInstanceOwner=nullptr) | FBodyInstance | static |
| InstanceBodyIndex | FBodyInstance | |
| InstanceBoneIndex | FBodyInstance | |
| IsDynamic() const | FBodyInstance | |
| IsInertiaConditioningEnabled() const | FBodyInstance | inline |
| IsInstanceAwake() const | FBodyInstance | |
| IsInstanceSimulatingPhysics() const | FBodyInstance | inline |
| IsNonKinematic() const | FBodyInstance | |
| IsPartialIslandSleepAllowed() const | FBodyInstance | inline |
| IsPhysicsDisabled() const | FBodyInstance | |
| IsShapeBoundToBody(const FPhysicsShapeHandle &Shape) const | FBodyInstance | |
| IsSolverAsyncDeltaTimeSet() const | FBodyInstance | inline |
| IsUsingMACD() const | FBodyInstance | inline |
| IsValidBodyInstance() const | FBodyInstance | |
| LinearDamping | FBodyInstance | |
| LineTrace(struct FHitResult &OutHit, const FVector &Start, const FVector &End, bool bTraceComplex, bool bReturnPhysicalMaterial=false) const | FBodyInstance | |
| LoadProfileData(bool bVerifyProfile) | FBodyInstance | |
| MassScale | FBodyInstance | |
| MaxAngularVelocity | FBodyInstance | |
| MaxDepenetrationVelocity | FBodyInstance | protected |
| OnCalculateCustomProjection() | FBodyInstance | |
| OnRecalculatedMassProperties() | FBodyInstance | |
| operator<< | FBodyInstance | friend |
| OverlapMulti(TArray< struct FOverlapResult > &InOutOverlaps, const class UWorld *World, const FTransform *pWorldToComponent, const FVector &Pos, const FQuat &Rot, ECollisionChannel TestChannel, const struct FComponentQueryParams &Params, const struct FCollisionResponseParams &ResponseParams, const FCollisionObjectQueryParams &ObjectQueryParams=FCollisionObjectQueryParams::DefaultObjectQueryParam) const | FBodyInstance | |
| OverlapMulti(TArray< struct FOverlapResult > &InOutOverlaps, const class UWorld *World, const FTransform *pWorldToComponent, const FVector &Pos, const FRotator &Rot, ECollisionChannel TestChannel, const struct FComponentQueryParams &Params, const struct FCollisionResponseParams &ResponseParams, const FCollisionObjectQueryParams &ObjectQueryParams=FCollisionObjectQueryParams::DefaultObjectQueryParam) const | FBodyInstance | |
| OverlapTest(const FVector &Position, const FQuat &Rotation, const struct FCollisionShape &CollisionShape, FMTDResult *OutMTD=nullptr, bool bTraceComplex=false) const | FBodyInstance | |
| OverlapTest_AssumesLocked(const FVector &Position, const FQuat &Rotation, const struct FCollisionShape &CollisionShape, FMTDResult *OutMTD=nullptr, bool bTraceComplex=false) const | FBodyInstance | |
| OverlapTestForBodies(const FVector &Position, const FQuat &Rotation, const TArray< FBodyInstance * > &Bodies, bool bTraceComplex=false) const | FBodyInstance | inline |
| OverlapTestForBodiesImpl(const FVector &Pos, const FQuat &Rot, const TArray< FBodyInstance *, AllocatorType > &Bodies, bool bTraceComplex) const | FBodyInstance | |
| OverlapTestForBody(const FVector &Position, const FQuat &Rotation, FBodyInstance *Body, bool bTraceComplex=false) const | FBodyInstance | inline |
| OwnerComponent | FBodyInstance | |
| PhysicsBlendWeight | FBodyInstance | |
| PhysicsUserData | FBodyInstance | |
| PhysMaterialOverride | FBodyInstance | protected |
| PositionSolverIterationCount | FBodyInstance | |
| PostShapeChange() | FBodyInstance | |
| ProjectionSolverIterationCount | FBodyInstance | |
| PutInstanceToSleep() | FBodyInstance | |
| ReleasePhysicsActor() | FBodyInstance | |
| ReplaceResponseToChannels(ECollisionResponse OldResponse, ECollisionResponse NewResponse) | FBodyInstance | |
| ResolveDOFMode(EDOFMode::Type DOFMode) | FBodyInstance | static |
| Scale3D | FBodyInstance | |
| SerializeState(Chaos::FSerializedDataBuffer &OutSerializedState, Chaos::ESerializedDataContext DataContext) | FBodyInstance | |
| SetAllowPartialIslandSleep(bool bInAllowPartialIslandSleep) | FBodyInstance | |
| SetAngularVelocityInRadians(const FVector &NewAngVel, bool bAddToCurrent, bool bAutoWake=true) | FBodyInstance | |
| SetBodyTransform(const FTransform &NewTransform, ETeleportType Teleport, bool bAutoWake=true) | FBodyInstance | |
| SetCollisionEnabled(ECollisionEnabled::Type NewType, bool bUpdatePhysicsFilterData=true) | FBodyInstance | |
| SetCollisionProfileName(FName InCollisionProfileName) | FBodyInstance | |
| SetCollisionProfileNameDeferred(FName InCollisionProfileName) | FBodyInstance | |
| SetContactModification(bool bNewContactModification) | FBodyInstance | |
| SetContactReportForceThreshold(float Threshold) | FBodyInstance | |
| SetDOFLock(EDOFMode::Type NewDOFMode) | FBodyInstance | |
| SetEnableGravity(bool bGravityEnabled) | FBodyInstance | |
| SetGravityGroupIndex(int32 NewGravityGroupIndex) | FBodyInstance | |
| SetGyroscopicTorqueEnabled(bool bInGyroscopicTorqueEnabled) | FBodyInstance | |
| SetInertiaConditioningEnabled(bool bEnabled) | FBodyInstance | |
| SetInstanceNotifyRBCollision(bool bNewNotifyCollision) | FBodyInstance | |
| SetInstanceSimulatePhysics(bool bSimulate, bool bMaintainPhysicsBlending=false, bool bPreserveExistingAttachment=false) | FBodyInstance | |
| SetLinearVelocity(const FVector &NewVel, bool bAddToCurrent, bool bAutoWake=true) | FBodyInstance | |
| SetMaskFilter(FMaskFilter InMaskFilter) | FBodyInstance | |
| SetMassOverride(float MassInKG, bool bNewOverrideMass=true) | FBodyInstance | |
| SetMassScale(float InMassScale=1.f) | FBodyInstance | |
| SetMassSpaceLocal(const FTransform &NewMassSpaceLocalTM) | FBodyInstance | |
| SetMaxAngularVelocityInRadians(float NewMaxAngVel, bool bAddToCurrent, bool bUpdateOverrideMaxAngularVelocity=true) | FBodyInstance | |
| SetMaxDepenetrationVelocity(float MaxVelocity) | FBodyInstance | |
| SetObjectType(ECollisionChannel Channel) | FBodyInstance | |
| SetOneWayInteraction(bool InOneWayInteraction=true) | FBodyInstance | |
| SetOverrideIterationCounts(bool bOverride) | FBodyInstance | |
| SetOverrideMaxDepenetrationVelocity(bool bInEnabled) | FBodyInstance | |
| SetPhysicsActor(FPhysicsActorHandle InHandle) | FBodyInstance | |
| SetPhysicsActorHandle(FPhysicsActorHandle InHandle) | FBodyInstance | inline |
| SetPhysicsDisabled(bool bSetDisabled) | FBodyInstance | |
| SetPhysMaterialOverride(class UPhysicalMaterial *NewPhysMaterial) | FBodyInstance | |
| SetPositionSolverIterationCount(uint8 PositionSolverIterationCountIn) | FBodyInstance | |
| SetProjectionSolverIterationCount(uint8 ProjectionSolverIterationCountIn) | FBodyInstance | |
| SetResponseToAllChannels(ECollisionResponse NewResponse) | FBodyInstance | |
| SetResponseToChannel(ECollisionChannel Channel, ECollisionResponse NewResponse) | FBodyInstance | |
| SetResponseToChannels(const FCollisionResponseContainer &NewResponses) | FBodyInstance | |
| SetShapeCollisionEnabled(const int32 ShapeIndex, ECollisionEnabled::Type NewType, bool bUpdatePhysicsFilterData=true) | FBodyInstance | |
| SetShapeResponseToChannels(const int32 ShapeIndex, const FCollisionResponseContainer &NewResponses) | FBodyInstance | |
| SetSmoothEdgeCollisionsEnabled(bool bNewSmoothEdgeCollisions) | FBodyInstance | |
| SetSolverAsyncDeltaTime(const float NewSolverAsyncDeltaTime) | FBodyInstance | inline |
| SetUpdateKinematicFromSimulation(bool bUpdateKinematicFromSimulation) | FBodyInstance | |
| SetUseCCD(bool bInUseCCD) | FBodyInstance | |
| SetUseMACD(bool bInUseMACD) | FBodyInstance | |
| SetVelocitySolverIterationCount(uint8 VelocitySolverIterationCountIn) | FBodyInstance | |
| SetWalkableSlopeOverride(const FWalkableSlopeOverride &NewOverride, bool bNewOverideSetting=true) | FBodyInstance | |
| ShouldInstanceSimulatingPhysics() const | FBodyInstanceCore | |
| ShouldInterpolateWhenSubStepping() const | FBodyInstance | inline |
| SleepFamily | FBodyInstance | |
| SolverAsyncDeltaTime | FBodyInstance | |
| SourceObject | FBodyInstance | |
| StabilizationThresholdMultiplier | FBodyInstance | |
| StartAsyncTermBody_GameThread() | FBodyInstance | |
| Sweep(struct FHitResult &OutHit, const FVector &Start, const FVector &End, const FQuat &ShapeWorldRotation, const FCollisionShape &Shape, bool bTraceComplex) const | FBodyInstance | |
| TermBody(bool bNeverDeferRelease=false) | FBodyInstance | |
| UCollisionProfile | FBodyInstance | friend |
| UnWeld(FBodyInstance *Body) | FBodyInstance | |
| UpdateBodyScale(const FVector &InScale3D, bool bForceUpdate=false) | FBodyInstance | |
| UpdateDampingProperties() | FBodyInstance | |
| UpdateInstanceSimulatePhysics() | FBodyInstance | |
| UpdateInterpolateWhenSubStepping() | FBodyInstance | protected |
| UpdateMassProperties() | FBodyInstance | |
| UpdatePhysicalMaterials() | FBodyInstance | |
| UpdatePhysicsFilterData() | FBodyInstance | |
| UpdateTriMeshVertices(const TArray< FVector > &NewPositions) | FBodyInstance | |
| UPhysicsAsset | FBodyInstance | friend |
| UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Physics, meta=(editcondition="bOverrideMass", ClampMin="0.001", UIMin="0.001", DisplayName="Mass (kg)")) float MassInKgOverride | FBodyInstance | protected |
| UseExternalCollisionProfile(UBodySetup *InExternalCollisionProfileBodySetup) | FBodyInstance | |
| ValidateTransform(const FTransform &Transform, const FString &DebugName, const UBodySetup *Setup) | FBodyInstance | static |
| VelocitySolverIterationCount | FBodyInstance | |
| WakeInstance() | FBodyInstance | |
| WalkableSlopeOverride | FBodyInstance | protected |
| Weld(FBodyInstance *Body, const FTransform &RelativeTM) | FBodyInstance | |
| WeldParent | FBodyInstance | |
| ~FBodyInstance() | FBodyInstance |