#include <BodyInstance.h>
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| ENGINE_API | TInitBodiesHelperBase (TArray< FBodyInstance *, InAllocatorType > &InBodies, TArray< FTransform, InAllocatorType > &InTransforms, class UBodySetup *InBodySetup, class UPrimitiveComponent *InPrimitiveComp, FPhysScene *InRBScene, const FInitBodySpawnParams &InSpawnParams, FPhysicsAggregateHandle InAggregate, IPhysicsBodyInstanceOwner *InBodyInstanceOwner=nullptr) |
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| ENGINE_API | TInitBodiesHelperBase (TArray< FBodyInstance *, InAllocatorType > &InBodies, TArray< FTransform, InAllocatorType > &InTransforms, class UBodySetup *InBodySetup, class UPrimitiveComponent *InComponent, UObject *InSourceObject, FPhysScene *InRBScene, const FInitBodySpawnParams &InSpawnParams, FPhysicsAggregateHandle InAggregate, IPhysicsBodyInstanceOwner *InBodyInstanceOwner=nullptr) |
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| | TInitBodiesHelperBase (const TInitBodiesHelperBase &InHelper)=delete |
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| | TInitBodiesHelperBase (TInitBodiesHelperBase &&InHelper)=delete |
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| TInitBodiesHelperBase & | operator= (const TInitBodiesHelperBase &InHelper)=delete |
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| TInitBodiesHelperBase & | operator= (TInitBodiesHelperBase &&InHelper)=delete |
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| bool | IsStatic () const |
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| void | CreateActor_AssumesLocked (FBodyInstance *Instance, const FTransform &Transform) const |
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| bool | CreateShapes_AssumesLocked (FBodyInstance *Instance) const |
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| bool | CreateShapesAndActors () |
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| void | InitBodies () |
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◆ TInitBodiesHelperBase() [1/4]
◆ TInitBodiesHelperBase() [2/4]
| TInitBodiesHelperBase< InAllocatorType >::TInitBodiesHelperBase |
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TArray< FBodyInstance *, InAllocatorType > & |
InBodies, |
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TArray< FTransform, InAllocatorType > & |
InTransforms, |
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class UBodySetup * |
InBodySetup, |
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class UPrimitiveComponent * |
InComponent, |
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UObject * |
InSourceObject, |
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FPhysScene * |
InRBScene, |
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const FInitBodySpawnParams & |
InSpawnParams, |
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FPhysicsAggregateHandle |
InAggregate, |
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IPhysicsBodyInstanceOwner * |
InBodyInstanceOwner = nullptr |
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◆ TInitBodiesHelperBase() [3/4]
◆ TInitBodiesHelperBase() [4/4]
◆ CreateActor_AssumesLocked()
◆ CreateShapes_AssumesLocked()
◆ CreateShapesAndActors()
◆ InitBodies()
◆ IsStatic()
◆ operator=() [1/2]
◆ operator=() [2/2]
◆ UpdateSimulatingAndBlendWeight()
◆ Aggregate
◆ bInstanceSimulatePhysics
◆ Bodies
◆ BodyInstanceOwner
◆ BodySetup
◆ bStatic
◆ DisableQueryOnlyActors
◆ InstanceBlendWeight
◆ PhysScene
◆ PrimitiveComp
◆ SkelMeshComp
◆ SourceObject
◆ SpawnParams
◆ Transforms
The documentation for this struct was generated from the following files: