UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FBodyInstanceCore Struct Reference

#include <BodyInstanceCore.h>

+ Inheritance diagram for FBodyInstanceCore:

Public Member Functions

PHYSICSCORE_API FBodyInstanceCore ()
 
PHYSICSCORE_API bool ShouldInstanceSimulatingPhysics () const
 

Public Attributes

TWeakObjectPtr< UBodySetupCoreBodySetup
 
uint8 bSimulatePhysics: 1
 
uint8 bOverrideMass: 1
 
uint8 bEnableGravity: 1
 
uint8 bUpdateKinematicFromSimulation: 1
 
uint8 bGyroscopicTorqueEnabled: 1
 
uint8 bAutoWeld: 1
 
uint8 bStartAwake:1
 
uint8 bGenerateWakeEvents: 1
 
uint8 bUpdateMassWhenScaleChanges:1
 
uint8 bDirtyMassProps: 1
 

Constructor & Destructor Documentation

◆ FBodyInstanceCore()

FBodyInstanceCore::FBodyInstanceCore ( )

Member Function Documentation

◆ ShouldInstanceSimulatingPhysics()

bool FBodyInstanceCore::ShouldInstanceSimulatingPhysics ( ) const

Should Simulate Physics

Member Data Documentation

◆ 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

TWeakObjectPtr<UBodySetupCore> FBodyInstanceCore::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: