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UE3:RB_ConstraintInstance (UDK)
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| Object >> RB_ConstraintInstance |
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[edit] Properties
[edit] Property group 'Angular'
[edit] AngularDriveDamping
Type: float
Modifiers: const
Default value: 1.0
[edit] AngularDriveForceLimit
Type: float
Modifiers: const
[edit] AngularDriveSpring
Type: float
Modifiers: const
Default value: 50.0
[edit] AngularPositionTarget
Type: Object.Quat
Modifiers: const
Default value:
| Member | Value |
|---|---|
| W | 1.0 |
| X | 0.0 |
| Y | 0.0 |
| Z | 0.0 |
[edit] AngularVelocityTarget
Type: Object.Vector
Modifiers: const
Revolutions per second
[edit] bAngularSlerpDrive
Type: bool
Modifiers: const
[edit] bSwingPositionDrive
Type: bool
Modifiers: const
[edit] bSwingVelocityDrive
Type: bool
Modifiers: const
[edit] bTwistPositionDrive
Type: bool
Modifiers: const
[edit] bTwistVelocityDrive
Type: bool
Modifiers: const
[edit] Property group 'Linear'
[edit] bLinearXPositionDrive
Type: bool
Modifiers: const
[edit] bLinearXVelocityDrive
Type: bool
Modifiers: const
[edit] bLinearYPositionDrive
Type: bool
Modifiers: const
[edit] bLinearYVelocityDrive
Type: bool
Modifiers: const
[edit] bLinearZPositionDrive
Type: bool
Modifiers: const
[edit] bLinearZVelocityDrive
Type: bool
Modifiers: const
[edit] LinearDriveDamping
Type: float
Modifiers: const
Default value: 1.0
[edit] LinearDriveForceLimit
Type: float
Modifiers: const
[edit] LinearDriveSpring
Type: float
Modifiers: const
Default value: 50.0
[edit] LinearPositionTarget
Type: Object.Vector
Modifiers: const
[edit] LinearVelocityTarget
Type: Object.Vector
Modifiers: const
[edit] Internal variables
[edit] bInHardware
Type: bool
Modifiers: native, const
Whether we are in the hardware or software scene.
[edit] bTerminated
Type: bool
Indicates that this constraint has been terminated
[edit] ConstraintData
Type: pointer{class NxJoint}
Modifiers: const, native
Internal use. Physics-engine representation of this constraint.
[edit] ConstraintIndex
Type: int
Modifiers: const
Indicates position of this constraint within the array in an PhysicsAssetInstance. Will correspond to RB_ConstraintSetup position in PhysicsAsset.
[edit] DummyKinActor
Type: pointer
Modifiers: const, native, private
If bMakeKinForBody1 is true, this is the kinematic body that is made for Body1. Due to the way the ConstraintInstance pooling works, this MUST BE LAST PROPERTY OF THE CLASS.
[edit] Owner
Type: Actor
Modifiers: const, transient
Actor that owns this constraint instance. Could be a ConstraintActor, or an actor using a PhysicsAsset containing this constraint. Due to the way the ConstraintInstance pooling works, this MUST BE FIRST PROPERTY OF THE CLASS.
[edit] OwnerComponent
Type: PrimitiveComponent
Modifiers: const, transient
PrimitiveComponent containing this constraint.
[edit] SceneIndex
Type: int
Modifiers: native, const
Physics scene index.
[edit] Native functions
[edit] GetConstraintLocation
Get the position of this constraint in world space.
[edit] GetPhysicsAssetInstance
Returns the PhysicsAssetInstance that owns this RB_ConstraintInstance (if there is one)
[edit] InitConstraint
Create physics engine constraint. If bMakeKinForBody1 is TRUE, then a non-colliding kinematic body is created for Body1 and used instead.
[edit] MoveKinActorTransform
If bMakeKinForBody1 was used, this function allows the kinematic body to be moved.
[edit] SetAngularDOFLimitScale
Scale Angular Limit Constraints (as defined in RB_ConstraintSetup)
[edit] SetAngularDriveParams
[edit] SetAngularPositionDrive
[edit] SetAngularPositionTarget
[edit] SetAngularVelocityDrive
[edit] SetAngularVelocityTarget
[edit] SetLinearDriveParams
[edit] SetLinearLimitSize
Allows you to dynamically change the size of the linear limit 'sphere'.
