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UE3:RB_BodySetup (UT3)

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

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'RB_BodySetup'[edit]

bAlwaysFullAnimWeight[edit]

Type: bool

If true (and bEnableFullAnimWeightBones in SkelMeshComp is true), the physics of this bone will always be blended into the skeletal mesh, regardless of what PhysicsWeight of the SkelMeshComp is. This is useful for bones that should always be physics, even when blending physics in and out for hit reactions (eg cloth or pony-tails).

bBlockNonZeroExtent[edit]

Type: bool

When doing line checks against this PhysicsAsset, this body should return hits with non-zero-extent (ie swept-box) checks.

Default value: True

bBlockZeroExtent[edit]

Type: bool

When doing line checks against this PhysicsAsset, this body should return hits with zero-extent (ie line) checks.

Default value: True

bEnableContinuousCollisionDetection[edit]

Type: bool

Turn on continuous collision detection for this body. This should avoid it passing through other objects when moving quickly.

bFixed[edit]

Type: bool

No dynamics on this body - fixed relative to the world.

bNoCollision[edit]

Type: bool

This body will not collide with anything.

BoneName[edit]

Type: name

Modifiers: editconst

Used in the PhysicsAsset case. Associates this Body with Bone in a skeletal mesh.

MassScale[edit]

Type: float

The mass of a body is calculated automatically based on the volume of the collision geometry and the density specified by the PhysicalMaterial. This parameters allows you to scale the auto-generated value for this specific body.

Default value: 1.0

PhysMaterial[edit]

Type: PhysicalMaterial

Physical material to use for this body. Encodes information about density, friction etc.

PreCachedPhysScale[edit]

Type: array<Object.Vector>

Modifiers: const

Scales to pre-cache physics data for this collision at.

SleepFamily[edit]

Type: ESleepFamily

The set of values used in considering when put this body to sleep.

Internal variables[edit]

CollisionGeom[edit]

Type: array<pointer>

Modifiers: const, native

Cache of physics-engine specific collision shapes at different scales. Physics engines do not normally support per-instance collision shape scaling.

CollisionGeomScale3D[edit]

Type: array<Object.Vector>

Modifiers: const, native

Scale factors for each CollisionGeom entry. CollisionGeom.Length == CollisionGeomScale3D.Length.

PreCachedPhysData[edit]

Type: array<KCachedConvexData>

Modifiers: const, native

Array of cached convex physics data.

PreCachedPhysDataVersion[edit]

Type: int

Modifiers: const

Version of cached physics data.

Enums[edit]

ESleepFamily[edit]

Presets of values used in considering when put this body to sleep.

SF_Normal 
Engine defaults.
SF_Sensitive 
A family of values with a lower sleep threshold; good for slower pendulum-like physics.

Structs[edit]

KCachedConvexData[edit]

Script mittot of cached pre-cooked physics data for this simplified collision

array<KCachedConvexDataElement> CachedConvexElements 

KCachedConvexDataElement[edit]

Script mirror of cached pre-cooked physics data for one convex hull

array<byte> ConvexElementData