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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.PhysicsAssetInstance
| Constants Summary |
|---|
| Inherited Contants from Core.Object |
|---|
| DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
| Variables Summary | |
|---|---|
| float | AngularDampingScale |
| float | AngularForceLimitScale |
| float | AngularSpringScale |
| array<RB_BodyInstance> | Bodies |
| Map_Mirror | CollisionDisableTable |
| array<RB_ConstraintInstance> | Constraints |
| float | LinearDampingScale |
| float | LinearForceLimitScale |
| float | LinearSpringScale |
| Actor | Owner |
| int | RootBodyIndex |
| Inherited Variables from Core.Object |
|---|
| Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
| Enumerations Summary |
|---|
| Inherited Enumerations from Core.Object |
|---|
| EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
| Structures Summary |
|---|
| Functions Summary | ||
|---|---|---|
![]() | RB_BodyInstance | FindBodyInstance (name BodyName, PhysicsAsset InAsset) |
![]() | RB_ConstraintInstance | FindConstraintInstance (name ConName, PhysicsAsset InAsset) |
![]() | float | GetTotalMassBelowBone (name InBoneName, PhysicsAsset InAsset, SkeletalMesh InSkelMesh) |
![]() | SetAllBodiesFixed (bool bNewFixed) | |
![]() | SetAllMotorsAngularDriveParams (float InSpring, float InDamping, float InForceLimit) | |
![]() | SetAllMotorsAngularDriveStrength (float InAngularSpringStrength, float InAngularDampingStrength, float InAngularForceLimitStrength, SkeletalMeshComponent SkelMeshComp) | |
![]() | SetAllMotorsAngularPositionDrive (bool bEnableSwingDrive, bool bEnableTwistDrive) | |
![]() | SetAngularDriveScale (float InAngularSpringScale, float InAngularDampingScale, float InAngularForceLimitScale) | |
![]() | SetFullAnimWeightBonesFixed (bool bNewFixed, SkeletalMeshComponent SkelMesh) | |
![]() | SetLinearDriveScale (float InLinearSpringScale, float InLinearDampingScale, float InLinearForceLimitScale) | |
![]() | SetNamedBodiesBlockRigidBody (bool bNewBlockRigidBody, Array<Name> BoneNames, SkeletalMeshComponent SkelMesh) | |
![]() | SetNamedBodiesFixed (bool bNewFixed, Array<Name> BoneNames, SkeletalMeshComponent SkelMesh, optional bool bSetOtherBodiesToComplement) | |
![]() | SetNamedMotorsAngularPositionDrive (bool bEnableSwingDrive, bool bEnableTwistDrive, Array<Name> BoneNames, SkeletalMeshComponent SkelMeshComp, optional bool bSetOtherBodiesToComplement) | |
![]() | SetNamedRBBoneSprings (bool bEnable, Array<Name> BoneNames, float InBoneLinearSpring, float InBoneAngularSpring, SkeletalMeshComponent SkelMeshComp) | |
| Variables Detail |
|---|
Scaling factor to AngularDriveDamping in all RB_ConstraintInstances within this instance.
Scaling factor to AngularDriveForceLimit in all RB_ConstraintInstances within this instance.
Scaling factor to AngularDriveSpring in all RB_ConstraintInstances within this instance.
Array of RB_BodyInstance objects, storing per-instance state about about each body.
Table indicating which pairs of bodies have collision disabled between them. Used internally.
Array of RB_ConstraintInstance structs, storing per-instance state about each constraint.
Scaling factor to LinearDriveDamping in all RB_ConstraintInstances within this instance.
Scaling factor to LinearDriveForceLimit in all RB_ConstraintInstances within this instance.
Scaling factor to LinearDriveSpring in all RB_ConstraintInstances within this instance.
Actor that owns this PhysicsAsset instance. Filled in by InitInstance, so we don't need to save it.
Index of the 'Root Body', or top body in the asset heirarchy. Used by PHYS_RigidBody to get new location for Actor. Filled in by InitInstance, so we don't need to save it.
| Functions Detail |
|---|
FindBodyInstance Source codeFind instance of the body that matches the name supplied.
FindConstraintInstance Source codeFind instance of the constraint that matches the name supplied.
GetTotalMassBelowBone Source codeUtility which returns total mass of all bones below the supplied one in the hierarchy (including this one).
SetAllBodiesFixed Source codeFix or unfix all bodies
SetAllMotorsAngularDriveParams Source codeSet Angular Drive motors params for all constraint instance
SetAllMotorsAngularDriveStrength Source codeSet angular motors strength
SetAllMotorsAngularPositionDrive Source codeEnable or Disable AngularPositionDrive
SetAngularDriveScale Source code
SetFullAnimWeightBonesFixed Source codeAllows you to fix/unfix bodies where bAlwaysFullAnimWeight is set to TRUE in the BodySetup.
SetLinearDriveScale Source code
SetNamedBodiesBlockRigidBody Source codeUse to toggle collision on particular bodies in the asset.
SetNamedBodiesFixed Source codeFix or unfix a list of bodies, by name
SetNamedMotorsAngularPositionDrive Source codeEnable or Disable AngularPositionDrive based on a list of bone names
SetNamedRBBoneSprings Source codeUse to toggle and set RigidBody angular and linear bone springs (see RB_BodyInstance).
| Defaultproperties |
|---|
defaultproperties { LinearSpringScale=1.000000 LinearDampingScale=1.000000 LinearForceLimitScale=1.000000 AngularSpringScale=1.000000 AngularDampingScale=1.000000 AngularForceLimitScale=1.000000 Name="Default__PhysicsAssetInstance" ObjectArchetype=Object'Core.Default__Object' } |
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