Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE3:PhysicsAssetInstance (UT3)

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

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

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

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.

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)

Set Angular Drive motors params for all constraint instance

SetAllMotorsAngularDriveStrength[edit]

final native function SetAllMotorsAngularDriveStrength (float InAngularSpringStrength, float InAngularDampingStrength, float InAngularForceLimitStrength, SkeletalMeshComponent SkelMeshComp)

Set angular motors strength

SetAllMotorsAngularPositionDrive[edit]

final native function SetAllMotorsAngularPositionDrive (bool bEnableSwingDrive, bool bEnableTwistDrive)

Enable or Disable AngularPositionDrive

SetAngularDriveScale[edit]

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


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)

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

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).