Gah - a solution with more questions. – EntropicLqd

UE3:PhysicsAssetInstance (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> PhysicsAssetInstance
Package: 
Engine
This class in other games:
UT3


Properties[edit]

AngularDampingScale[edit]

Type: float

Modifiers: const

Scaling factor to AngularDriveDamping in all RB_ConstraintInstances within this instance.

Default value: 1.0

AngularForceLimitScale[edit]

Type: float

Modifiers: const

Scaling factor to AngularDriveForceLimit in all RB_ConstraintInstances within this instance.

Default value: 1.0

AngularSpringScale[edit]

Type: float

Modifiers: const

Scaling factor to AngularDriveSpring in all RB_ConstraintInstances within this instance.

Default value: 1.0

bInitBodies[edit]

Type: bool

Modifiers: const

Allows initialization of bodies to be deferred

Default value: True

Bodies[edit]

Type: array<RB_BodyInstance>

Modifiers: const, instanced

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

CollisionDisableTable[edit]

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

Modifiers: const, native

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

Constraints[edit]

Type: array<RB_ConstraintInstance>

Modifiers: const, instanced

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

LinearDampingScale[edit]

Type: float

Modifiers: const

Scaling factor to LinearDriveDamping in all RB_ConstraintInstances within this instance.

Default value: 1.0

LinearForceLimitScale[edit]

Type: float

Modifiers: const

Scaling factor to LinearDriveForceLimit in all RB_ConstraintInstances within this instance.

Default value: 1.0

LinearSpringScale[edit]

Type: float

Modifiers: const

Scaling factor to LinearDriveSpring in all RB_ConstraintInstances within this instance.

Default value: 1.0

Owner[edit]

Type: Actor

Modifiers: const, transient

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

RootBodyIndex[edit]

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[edit]

FindBodyInstance[edit]

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

Find instance of the body that matches the name supplied.

FindConstraintInstance[edit]

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

Find instance of the constraint that matches the name supplied.

ForceAllBodiesBelowUnfixed[edit]

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[edit]

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[edit]

final native function SetAllBodiesFixed (bool bNewFixed)

Fix or unfix all bodies

SetAllMotorsAngularDriveParams[edit]

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[edit]

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

Enable or Disable AngularPositionDrive

SetAllMotorsAngularVelocityDrive[edit]

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[edit]

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


SetFullAnimWeightBlockRigidBody[edit]

final native function SetFullAnimWeightBlockRigidBody (bool bNewBlockRigidBody, SkeletalMeshComponent SkelMesh)

Use to toggle collision on particular bodies in the asset.

SetFullAnimWeightBonesFixed[edit]

final native function SetFullAnimWeightBonesFixed (bool bNewFixed, SkeletalMeshComponent SkelMesh)

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

SetLinearDriveScale[edit]

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


SetNamedBodiesBlockRigidBody[edit]

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

Use to toggle collision on particular bodies in the asset.

SetNamedBodiesFixed[edit]

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[edit]

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[edit]

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[edit]

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).