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UE3:PhysicsAssetInstance (UDK)

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UDK Object >> PhysicsAssetInstance
Package: 
Engine
This class in other games:
UT3


Properties

AngularDampingScale

Type: float

Modifiers: const

Scaling factor to AngularDriveDamping in all RB_ConstraintInstances within this instance.

Default value: 1.0

AngularForceLimitScale

Type: float

Modifiers: const

Scaling factor to AngularDriveForceLimit in all RB_ConstraintInstances within this instance.

Default value: 1.0

AngularSpringScale

Type: float

Modifiers: const

Scaling factor to AngularDriveSpring in all RB_ConstraintInstances within this instance.

Default value: 1.0

bInitBodies

Type: bool

Modifiers: const

Allows initialization of bodies to be deferred

Default value: True

Bodies

Type: array<RB_BodyInstance>

Modifiers: const, instanced

Array of RB_BodyInstance objects, storing per-instance state about about each body.

CollisionDisableTable

Type: Object.Map_Mirror{TMap<FRigidBodyIndexPair,UBOOL>}

Modifiers: const, native

Table indicating which pairs of bodies have collision disabled between them. Used internally.

Constraints

Type: array<RB_ConstraintInstance>

Modifiers: const, instanced

Array of RB_ConstraintInstance structs, storing per-instance state about each constraint.

LinearDampingScale

Type: float

Modifiers: const

Scaling factor to LinearDriveDamping in all RB_ConstraintInstances within this instance.

Default value: 1.0

LinearForceLimitScale

Type: float

Modifiers: const

Scaling factor to LinearDriveForceLimit in all RB_ConstraintInstances within this instance.

Default value: 1.0

LinearSpringScale

Type: float

Modifiers: const

Scaling factor to LinearDriveSpring in all RB_ConstraintInstances within this instance.

Default value: 1.0

Owner

Type: Actor

Modifiers: const, transient

Actor that owns this PhysicsAsset instance. Filled in by InitInstance, so we don't need to save it.

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.

Native functions

FindBodyInstance

final native function RB_BodyInstance FindBodyInstance (name BodyName, PhysicsAsset InAsset)

Find instance of the body that matches the name supplied.

FindConstraintInstance

final native function RB_ConstraintInstance FindConstraintInstance (name ConName, PhysicsAsset InAsset)

Find instance of the constraint that matches the name supplied.

ForceAllBodiesBelowUnfixed

final native function ForceAllBodiesBelowUnfixed (const out name InBoneName, PhysicsAsset InAsset, SkeletalMesh InSkelMesh)

Set all of the bones below passed in bone to be UnFixed AND also set the bForceUnfixed flag to TRUE. *

GetTotalMassBelowBone

final native function float GetTotalMassBelowBone (name InBoneName, PhysicsAsset InAsset, SkeletalMesh InSkelMesh)

Utility which returns total mass of all bones below the supplied one in the hierarchy (including this one).

SetAllBodiesFixed

final native function SetAllBodiesFixed (bool bNewFixed)

Fix or unfix all bodies

SetAllMotorsAngularDriveParams

final native function SetAllMotorsAngularDriveParams (float InSpring, float InDamping, float InForceLimit, optional SkeletalMeshComponent SkelMesh, optional bool bSkipFullAnimWeightBodies)

Set Angular Drive motors params for all constraint instance

SetAllMotorsAngularPositionDrive

final native function SetAllMotorsAngularPositionDrive (bool bEnableSwingDrive, bool bEnableTwistDrive, optional SkeletalMeshComponent SkelMesh, optional bool bSkipFullAnimWeightBodies)

Enable or Disable AngularPositionDrive

SetAllMotorsAngularVelocityDrive

final native function SetAllMotorsAngularVelocityDrive (bool bEnableSwingDrive, bool bEnableTwistDrive, SkeletalMeshComponent SkelMeshComp, optional bool bSkipFullAnimWeightBodies)

Enable or Disable AngularVelocityDrive based on a list of bone names

SetAngularDriveScale

final native function SetAngularDriveScale (float InAngularSpringScale, float InAngularDampingScale, float InAngularForceLimitScale)


SetFullAnimWeightBlockRigidBody

final native function SetFullAnimWeightBlockRigidBody (bool bNewBlockRigidBody, SkeletalMeshComponent SkelMesh)

Use to toggle collision on particular bodies in the asset.

SetFullAnimWeightBonesFixed

final native function SetFullAnimWeightBonesFixed (bool bNewFixed, SkeletalMeshComponent SkelMesh)

Allows you to fix/unfix bodies where bAlwaysFullAnimWeight is set to TRUE in the BodySetup.

SetLinearDriveScale

final native function SetLinearDriveScale (float InLinearSpringScale, float InLinearDampingScale, float InLinearForceLimitScale)


SetNamedBodiesBlockRigidBody

final native function SetNamedBodiesBlockRigidBody (bool bNewBlockRigidBody, array<nameBoneNames, SkeletalMeshComponent SkelMesh)

Use to toggle collision on particular bodies in the asset.

SetNamedBodiesFixed

final native function SetNamedBodiesFixed (bool bNewFixed, array<nameBoneNames, SkeletalMeshComponent SkelMesh, optional bool bSetOtherBodiesToComplement, optional bool bSkipFullAnimWeightBodies)

Fix or unfix a list of bodies, by name

SetNamedMotorsAngularPositionDrive

final native function SetNamedMotorsAngularPositionDrive (bool bEnableSwingDrive, bool bEnableTwistDrive, array<nameBoneNames, SkeletalMeshComponent SkelMeshComp, optional bool bSetOtherBodiesToComplement)

Enable or Disable AngularPositionDrive based on a list of bone names

SetNamedMotorsAngularVelocityDrive

final native function SetNamedMotorsAngularVelocityDrive (bool bEnableSwingDrive, bool bEnableTwistDrive, array<nameBoneNames, SkeletalMeshComponent SkelMeshComp, optional bool bSetOtherBodiesToComplement)

Enable or Disable AngularVelocityDrive based on a list of bone names

SetNamedRBBoneSprings

final native function SetNamedRBBoneSprings (bool bEnable, array<nameBoneNames, float InBoneLinearSpring, float InBoneAngularSpring, SkeletalMeshComponent SkelMeshComp)

Use to toggle and set RigidBody angular and linear bone springs (see RB_BodyInstance).