#include <BodyInstanceCore.h>
◆ FBodyInstanceCore()
| FBodyInstanceCore::FBodyInstanceCore |
( |
| ) |
|
◆ ShouldInstanceSimulatingPhysics()
| bool FBodyInstanceCore::ShouldInstanceSimulatingPhysics |
( |
| ) |
const |
◆ bAutoWeld
| uint8 FBodyInstanceCore::bAutoWeld |
If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root
◆ bDirtyMassProps
| uint8 FBodyInstanceCore::bDirtyMassProps |
Indicates mass props need to be recomputed when switching from kinematic to simulated
◆ bEnableGravity
| uint8 FBodyInstanceCore::bEnableGravity |
If object should have the force of gravity applied
◆ bGenerateWakeEvents
| uint8 FBodyInstanceCore::bGenerateWakeEvents |
Should 'wake/sleep' events fire when this object is woken up or put to sleep by the physics simulation.
◆ bGyroscopicTorqueEnabled
| uint8 FBodyInstanceCore::bGyroscopicTorqueEnabled |
Enabled/disables whether this body is affected by gyroscopic torque, mainly useful for long/thin objects that spin
◆ BodySetup
BodySetupCore pointer that this instance is initialized from
◆ bOverrideMass
| uint8 FBodyInstanceCore::bOverrideMass |
If true, mass will not be automatically computed and you must set it directly
◆ bSimulatePhysics
| uint8 FBodyInstanceCore::bSimulatePhysics |
If true, this body will use simulation. If false, will be 'fixed' (ie kinematic) and move where it is told. For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset. For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset.
◆ bStartAwake
| uint8 FBodyInstanceCore::bStartAwake |
If object should start awake, or if it should initially be sleeping
◆ bUpdateKinematicFromSimulation
| uint8 FBodyInstanceCore::bUpdateKinematicFromSimulation |
When kinematic, whether the actor transform should be updated as a result of movement in the simulation, rather than immediately whenever a target transform is set.
◆ bUpdateMassWhenScaleChanges
| uint8 FBodyInstanceCore::bUpdateMassWhenScaleChanges |
If true, it will update mass when scale change
The documentation for this struct was generated from the following files: