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UE3:PhysicsAssetInstance (UDK)
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| Object >> PhysicsAssetInstance |
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[edit] Properties
[edit] AngularDampingScale
Type: float
Modifiers: const
Scaling factor to AngularDriveDamping in all RB_ConstraintInstances within this instance.
Default value: 1.0
[edit] AngularForceLimitScale
Type: float
Modifiers: const
Scaling factor to AngularDriveForceLimit in all RB_ConstraintInstances within this instance.
Default value: 1.0
[edit] AngularSpringScale
Type: float
Modifiers: const
Scaling factor to AngularDriveSpring in all RB_ConstraintInstances within this instance.
Default value: 1.0
[edit] bInitBodies
Type: bool
Modifiers: const
Allows initialization of bodies to be deferred
Default value: True
[edit] Bodies
Type: array<RB_BodyInstance>
Modifiers: const, instanced
Array of RB_BodyInstance objects, storing per-instance state about about each body.
[edit] CollisionDisableTable
Type: Object.Map_Mirror{TMap<FRigidBodyIndexPair,UBOOL>}
Modifiers: const, native
Table indicating which pairs of bodies have collision disabled between them. Used internally.
[edit] Constraints
Type: array<RB_ConstraintInstance>
Modifiers: const, instanced
Array of RB_ConstraintInstance structs, storing per-instance state about each constraint.
[edit] LinearDampingScale
Type: float
Modifiers: const
Scaling factor to LinearDriveDamping in all RB_ConstraintInstances within this instance.
Default value: 1.0
[edit] LinearForceLimitScale
Type: float
Modifiers: const
Scaling factor to LinearDriveForceLimit in all RB_ConstraintInstances within this instance.
Default value: 1.0
[edit] LinearSpringScale
Type: float
Modifiers: const
Scaling factor to LinearDriveSpring in all RB_ConstraintInstances within this instance.
Default value: 1.0
[edit] Owner
Type: Actor
Modifiers: const, transient
Actor that owns this PhysicsAsset instance. Filled in by InitInstance, so we don't need to save it.
[edit] RootBodyIndex
Type: int
Modifiers: const, transient
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.
[edit] Native functions
[edit] FindBodyInstance
Find instance of the body that matches the name supplied.
[edit] FindConstraintInstance
Find instance of the constraint that matches the name supplied.
[edit] ForceAllBodiesBelowUnfixed
Set all of the bones below passed in bone to be UnFixed AND also set the bForceUnfixed flag to TRUE. *
[edit] GetTotalMassBelowBone
Utility which returns total mass of all bones below the supplied one in the hierarchy (including this one).
[edit] SetAllBodiesFixed
Fix or unfix all bodies
[edit] SetAllMotorsAngularDriveParams
Set Angular Drive motors params for all constraint instance
[edit] SetAllMotorsAngularPositionDrive
Enable or Disable AngularPositionDrive
[edit] SetAllMotorsAngularVelocityDrive
Enable or Disable AngularVelocityDrive based on a list of bone names
[edit] SetAngularDriveScale
[edit] SetFullAnimWeightBlockRigidBody
Use to toggle collision on particular bodies in the asset.
[edit] SetFullAnimWeightBonesFixed
Allows you to fix/unfix bodies where bAlwaysFullAnimWeight is set to TRUE in the BodySetup.
[edit] SetLinearDriveScale
[edit] SetNamedBodiesBlockRigidBody
Use to toggle collision on particular bodies in the asset.
[edit] SetNamedBodiesFixed
Fix or unfix a list of bodies, by name
[edit] SetNamedMotorsAngularPositionDrive
Enable or Disable AngularPositionDrive based on a list of bone names
[edit] SetNamedMotorsAngularVelocityDrive
Enable or Disable AngularVelocityDrive based on a list of bone names
[edit] SetNamedRBBoneSprings
Use to toggle and set RigidBody angular and linear bone springs (see RB_BodyInstance).
