UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FBodyInstance Member List

This is the complete list of members for FBodyInstance, including all inherited members.

ActorHandleFBodyInstance
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
AngularDampingFBodyInstance
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)FBodyInstancestatic
ApplySerializedState(Chaos::FSerializedDataBufferPtr &&InSerializedState, Chaos::ESerializedDataContext DataContext)FBodyInstance
ApplyWeldOnChildren()FBodyInstance
AsyncTermBody(FAsyncTermBodyPayload &Payload)FBodyInstancestatic
bAutoWeldFBodyInstanceCore
bContactModificationFBodyInstance
bDirtyMassPropsFBodyInstanceCore
bEnableGravityFBodyInstanceCore
bGenerateWakeEventsFBodyInstanceCore
bGyroscopicTorqueEnabledFBodyInstanceCore
bHACK_DisableCollisionResponseFBodyInstance
bHACK_DisableSkelComponentFilterOverridingFBodyInstance
bIgnoreAnalyticCollisionsFBodyInstance
bInertiaConditioningFBodyInstanceprotected
bInterpolateWhenSubSteppingFBodyInstanceprotected
bLockRotationFBodyInstance
bLockTranslationFBodyInstance
bLockXRotationFBodyInstance
bLockXTranslationFBodyInstance
bLockYRotationFBodyInstance
bLockYTranslationFBodyInstance
bLockZRotationFBodyInstance
bLockZTranslationFBodyInstance
bNotifyRigidBodyCollisionFBodyInstance
BodyInstanceOwnerFBodyInstance
BodySetupFBodyInstanceCore
bOneWayInteractionFBodyInstanceprotected
bOverrideIterationCountsFBodyInstanceprotected
bOverrideMassFBodyInstanceCore
bOverrideMaxAngularVelocityFBodyInstance
bOverrideMaxDepenetrationVelocityFBodyInstanceprotected
bOverrideSolverAsyncDeltaTimeFBodyInstance
bOverrideWalkableSlopeOnInstanceFBodyInstanceprotected
bPendingCollisionProfileSetupFBodyInstanceprotected
bSimulatePhysicsFBodyInstanceCore
bSmoothEdgeCollisionsFBodyInstance
bStartAwakeFBodyInstanceCore
BuildBodyCollisionFlags(FBodyCollisionFlags &OutFlags, ECollisionEnabled::Type UseCollisionEnabled, bool bUseComplexAsSimple)FBodyInstancestatic
BuildBodyFilterData(FBodyCollisionFilterData &OutFilterData, const int32 ShapeIndex=INDEX_NONE) constFBodyInstance
bUpdateKinematicFromSimulationFBodyInstanceCore
bUpdateMassWhenScaleChangesFBodyInstanceCore
bUseCCDFBodyInstance
Chaos::Private::FInitBodiesHelperBaseInternalFBodyInstancefriend
ClearExternalCollisionProfile()FBodyInstance
ClearForces(bool bAllowSubstepping=true)FBodyInstance
ClearTorques(bool bAllowSubstepping=true)FBodyInstance
COMNudgeFBodyInstance
CopyBodyInstancePropertiesFrom(const FBodyInstance *FromInst)FBodyInstance
CopyRuntimeBodyInstancePropertiesFrom(const FBodyInstance *FromInst)FBodyInstance
CreateDOFLock()FBodyInstance
CurrentSceneStateFBodyInstance
CustomDOFPlaneNormalFBodyInstance
CustomSleepThresholdMultiplierFBodyInstance
DoesUseCollisionProfile() constFBodyInstance
DOFConstraintFBodyInstance
DOFModeFBodyInstance
DrawCOMPosition(class FPrimitiveDrawInterface *PDI, float COMRenderSize, const FColor &COMRenderColor)FBodyInstance
ExecuteOnCalculateCustomProjection(FTransform &WorldTM) constFBodyInstance
ExternalCollisionProfileBodySetupFBodyInstanceprotected
FBodyInstance()FBodyInstance
FBodyInstanceCore()FBodyInstanceCore
FBodyInstanceCustomizationFBodyInstancefriend
FBodyInstanceCustomizationHelperFBodyInstancefriend
FBodySetupDetailsFBodyInstancefriend
FFoliageTypeCustomizationHelpersFBodyInstancefriend
FixupData(class UObject *Loader)FBodyInstance
FUpdateCollisionResponseHelperFBodyInstancefriend
GetActorReferenceWithWelding() constFBodyInstance
GetAllowPartialIslandSleep() constFBodyInstanceinline
GetAllShapes_AssumesLocked(TArray< FPhysicsShapeHandle > &OutShapes) constFBodyInstance
GetBodyBounds() constFBodyInstance
GetBodyBoundsLocal() constFBodyInstance
GetBodyDebugName() constFBodyInstance
GetBodyInertiaTensor() constFBodyInstance
GetBodyInstanceAsyncPhysicsTickHandle() constFBodyInstanceinline
GetBodyInstanceResourceSizeEx(FResourceSizeEx &CumulativeResourceSize) constFBodyInstance
GetBodyMass() constFBodyInstance
GetBodySetup() constFBodyInstance
GetCollisionEnabled(bool bCheckOwner=true) constFBodyInstanceinline
GetCollisionProfileName() constFBodyInstance
GetCollisionResponse() constFBodyInstanceinline
GetComplexPhysicalMaterials() constFBodyInstance
GetComplexPhysicalMaterials(TArray< FPhysicalMaterialMaskParams > &OutPhysMaterialMasks) constFBodyInstance
GetComplexPhysicalMaterials(TArray< UPhysicalMaterial * > &OutPhysMaterials) constFBodyInstance
GetComplexPhysicalMaterials(TArray< UPhysicalMaterial * > &OutPhysMaterials, TArray< FPhysicalMaterialMaskParams > &OutPhysMaterialMasks) constFBodyInstance
GetComplexPhysicalMaterials(const FBodyInstance *BodyInstance, TWeakObjectPtr< UPrimitiveComponent > Owner, TArray< UPhysicalMaterial * > &OutPhysMaterials, TArray< FPhysicalMaterialMaskParams > *OutPhysMaterialMasks=nullptr, IPhysicsBodyInstanceOwner *InBodyInstanceOwner=nullptr)FBodyInstancestatic
GetCOMPosition() constFBodyInstanceinline
GetCurrentWeldInfo() constFBodyInstance
GetDistanceToBody(const FVector &Point, FVector &OutPointOnBody) constFBodyInstance
GetKinematicTarget() constFBodyInstance
GetKinematicTarget_AssumesLocked() constFBodyInstance
GetLockedAxis() constFBodyInstance
GetMaskFilter() constFBodyInstanceinline
GetMassOverride() constFBodyInstanceinline
GetMassSpaceLocal() constFBodyInstance
GetMassSpaceToWorldSpace() constFBodyInstance
GetMaxAngularVelocityInRadians() constFBodyInstance
GetMaxDepenetrationVelocity() constFBodyInstanceinline
GetObjectType() constFBodyInstanceinline
GetOriginalBodyInstance(const FPhysicsShapeHandle &InShape) constFBodyInstance
GetOverrideMaxDepenetrationVelocity() constFBodyInstanceinline
GetOverrideWalkableSlopeOnInstance() constFBodyInstance
GetPhysicsActor() constFBodyInstance
GetPhysicsActorHandle()FBodyInstance
GetPhysicsActorHandle() constFBodyInstance
GetPhysicsActorWeldRoot() constFBodyInstance
GetPhysicsReplicationMode() constFBodyInstance
GetPhysicsScene()FBodyInstance
GetPhysicsScene() constFBodyInstance
GetPhysMaterialOverride() constFBodyInstanceinline
GetPositionSolverIterationCount() constFBodyInstanceinline
GetProjectionSolverIterationCount() constFBodyInstanceinline
GetRelativeBodyTransform(const FPhysicsShapeHandle &InShape) constFBodyInstance
GetResponseToChannel(ECollisionChannel Channel) constFBodyInstanceinline
GetResponseToChannels() constFBodyInstanceinline
GetRigidBodyState(FRigidBodyState &OutState)FBodyInstance
GetShapeCollisionEnabled(const int32 ShapeIndex) constFBodyInstance
GetShapeResponseToChannels(const int32 ShapeIndex) constFBodyInstance
GetShapeResponseToChannels(const int32 ShapeIndex, const FCollisionResponseContainer &DefaultResponseContainer) constFBodyInstance
GetSimplePhysicalMaterial() constFBodyInstance
GetSimplePhysicalMaterial(const FBodyInstance *BodyInstance, TWeakObjectPtr< UPrimitiveComponent > Owner, TWeakObjectPtr< UBodySetup > BodySetupPtr, IPhysicsBodyInstanceOwner *BodyInstanceOwner=nullptr)FBodyInstancestatic
GetSleepThresholdMultiplier() constFBodyInstance
GetSolverAsyncDeltaTime() constFBodyInstanceinline
GetSquaredDistanceToBody(const FVector &Point, float &OutDistanceSquared, FVector &OutPointOnBody) constFBodyInstance
GetUnrealWorldAngularVelocityInRadians() constFBodyInstance
GetUnrealWorldAngularVelocityInRadians_AssumesLocked() constFBodyInstance
GetUnrealWorldTransform(bool bWithProjection=true, bool bForceGlobalPose=false) constFBodyInstance
GetUnrealWorldTransform_AssumesLocked(bool bWithProjection=true, bool bForceGlobalPose=false) constFBodyInstance
GetUnrealWorldVelocity() constFBodyInstance
GetUnrealWorldVelocity_AssumesLocked() constFBodyInstance
GetUnrealWorldVelocityAtPoint(const FVector &Point) constFBodyInstance
GetUnrealWorldVelocityAtPoint_AssumesLocked(const FVector &Point) constFBodyInstance
GetUseMACD() constFBodyInstanceinline
GetVelocitySolverIterationCount() constFBodyInstanceinline
GetWalkableSlopeOverride() constFBodyInstance
GravityGroupIndexFBodyInstance
InertiaTensorScaleFBodyInstance
InitBody(UBodySetup *Setup, const FTransform &Transform, UPrimitiveComponent *PrimComp, FPhysScene *InRBScene)FBodyInstanceinline
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)FBodyInstancestatic
InitStaticBodies(TArray< FBodyInstance * > &&Bodies, TArray< FTransform > &&Transforms, UBodySetup *BodySetup, class UPrimitiveComponent *PrimitiveComp, FPhysScene *InRBScene, IPhysicsBodyInstanceOwner *BodyInstanceOwner=nullptr)FBodyInstancestatic
InstanceBodyIndexFBodyInstance
InstanceBoneIndexFBodyInstance
IsDynamic() constFBodyInstance
IsInertiaConditioningEnabled() constFBodyInstanceinline
IsInstanceAwake() constFBodyInstance
IsInstanceSimulatingPhysics() constFBodyInstanceinline
IsNonKinematic() constFBodyInstance
IsPartialIslandSleepAllowed() constFBodyInstanceinline
IsPhysicsDisabled() constFBodyInstance
IsShapeBoundToBody(const FPhysicsShapeHandle &Shape) constFBodyInstance
IsSolverAsyncDeltaTimeSet() constFBodyInstanceinline
IsUsingMACD() constFBodyInstanceinline
IsValidBodyInstance() constFBodyInstance
LinearDampingFBodyInstance
LineTrace(struct FHitResult &OutHit, const FVector &Start, const FVector &End, bool bTraceComplex, bool bReturnPhysicalMaterial=false) constFBodyInstance
LoadProfileData(bool bVerifyProfile)FBodyInstance
MassScaleFBodyInstance
MaxAngularVelocityFBodyInstance
MaxDepenetrationVelocityFBodyInstanceprotected
OnCalculateCustomProjection()FBodyInstance
OnRecalculatedMassProperties()FBodyInstance
operator<<FBodyInstancefriend
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) constFBodyInstance
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) constFBodyInstance
OverlapTest(const FVector &Position, const FQuat &Rotation, const struct FCollisionShape &CollisionShape, FMTDResult *OutMTD=nullptr, bool bTraceComplex=false) constFBodyInstance
OverlapTest_AssumesLocked(const FVector &Position, const FQuat &Rotation, const struct FCollisionShape &CollisionShape, FMTDResult *OutMTD=nullptr, bool bTraceComplex=false) constFBodyInstance
OverlapTestForBodies(const FVector &Position, const FQuat &Rotation, const TArray< FBodyInstance * > &Bodies, bool bTraceComplex=false) constFBodyInstanceinline
OverlapTestForBodiesImpl(const FVector &Pos, const FQuat &Rot, const TArray< FBodyInstance *, AllocatorType > &Bodies, bool bTraceComplex) constFBodyInstance
OverlapTestForBody(const FVector &Position, const FQuat &Rotation, FBodyInstance *Body, bool bTraceComplex=false) constFBodyInstanceinline
OwnerComponentFBodyInstance
PhysicsBlendWeightFBodyInstance
PhysicsUserDataFBodyInstance
PhysMaterialOverrideFBodyInstanceprotected
PositionSolverIterationCountFBodyInstance
PostShapeChange()FBodyInstance
ProjectionSolverIterationCountFBodyInstance
PutInstanceToSleep()FBodyInstance
ReleasePhysicsActor()FBodyInstance
ReplaceResponseToChannels(ECollisionResponse OldResponse, ECollisionResponse NewResponse)FBodyInstance
ResolveDOFMode(EDOFMode::Type DOFMode)FBodyInstancestatic
Scale3DFBodyInstance
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)FBodyInstanceinline
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)FBodyInstanceinline
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() constFBodyInstanceCore
ShouldInterpolateWhenSubStepping() constFBodyInstanceinline
SleepFamilyFBodyInstance
SolverAsyncDeltaTimeFBodyInstance
SourceObjectFBodyInstance
StabilizationThresholdMultiplierFBodyInstance
StartAsyncTermBody_GameThread()FBodyInstance
Sweep(struct FHitResult &OutHit, const FVector &Start, const FVector &End, const FQuat &ShapeWorldRotation, const FCollisionShape &Shape, bool bTraceComplex) constFBodyInstance
TermBody(bool bNeverDeferRelease=false)FBodyInstance
UCollisionProfileFBodyInstancefriend
UnWeld(FBodyInstance *Body)FBodyInstance
UpdateBodyScale(const FVector &InScale3D, bool bForceUpdate=false)FBodyInstance
UpdateDampingProperties()FBodyInstance
UpdateInstanceSimulatePhysics()FBodyInstance
UpdateInterpolateWhenSubStepping()FBodyInstanceprotected
UpdateMassProperties()FBodyInstance
UpdatePhysicalMaterials()FBodyInstance
UpdatePhysicsFilterData()FBodyInstance
UpdateTriMeshVertices(const TArray< FVector > &NewPositions)FBodyInstance
UPhysicsAssetFBodyInstancefriend
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Physics, meta=(editcondition="bOverrideMass", ClampMin="0.001", UIMin="0.001", DisplayName="Mass (kg)")) float MassInKgOverrideFBodyInstanceprotected
UseExternalCollisionProfile(UBodySetup *InExternalCollisionProfileBodySetup)FBodyInstance
ValidateTransform(const FTransform &Transform, const FString &DebugName, const UBodySetup *Setup)FBodyInstancestatic
VelocitySolverIterationCountFBodyInstance
WakeInstance()FBodyInstance
WalkableSlopeOverrideFBodyInstanceprotected
Weld(FBodyInstance *Body, const FTransform &RelativeTM)FBodyInstance
WeldParentFBodyInstance
~FBodyInstance()FBodyInstance