#include <SkeletalMeshPhysicsProxy.h>
◆ FSkeletalMeshPhysicsProxyParams()
| FSkeletalMeshPhysicsProxyParams::FSkeletalMeshPhysicsProxyParams |
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inline |
◆ BoneHierarchy
◆ bSimulating
| bool FSkeletalMeshPhysicsProxyParams::bSimulating |
◆ CollisionGroup
| int32 FSkeletalMeshPhysicsProxyParams::CollisionGroup |
◆ CollisionType
◆ Density
| float FSkeletalMeshPhysicsProxyParams::Density |
◆ InitialAngularVelocity
| FVector FSkeletalMeshPhysicsProxyParams::InitialAngularVelocity |
◆ InitialLinearVelocity
| FVector FSkeletalMeshPhysicsProxyParams::InitialLinearVelocity |
◆ InitialTransform
| FTransform FSkeletalMeshPhysicsProxyParams::InitialTransform |
◆ LocalToWorld
| FTransform FSkeletalMeshPhysicsProxyParams::LocalToWorld |
◆ MaxMass
| float FSkeletalMeshPhysicsProxyParams::MaxMass |
◆ MaxNumParticles
| int32 FSkeletalMeshPhysicsProxyParams::MaxNumParticles |
◆ MaxRes
| int32 FSkeletalMeshPhysicsProxyParams::MaxRes |
◆ MeshVertexPositions
| TArray<FVector> FSkeletalMeshPhysicsProxyParams::MeshVertexPositions |
◆ MinMass
| float FSkeletalMeshPhysicsProxyParams::MinMass |
◆ MinNumParticles
| int32 FSkeletalMeshPhysicsProxyParams::MinNumParticles |
◆ MinRes
| int32 FSkeletalMeshPhysicsProxyParams::MinRes |
◆ Name
| FString FSkeletalMeshPhysicsProxyParams::Name |
◆ ObjectType
◆ ParticlesPerUnitArea
| float FSkeletalMeshPhysicsProxyParams::ParticlesPerUnitArea |
◆ PhysicalMaterial
◆ Triangles
The documentation for this struct was generated from the following file: