I don't need to test my programs. I have an error-correcting modem.
UE3:PhysicsAssetInstance (UT3)
Object >> PhysicsAssetInstance |
Contents
- 1 Properties
- 2 Native functions
- 2.1 FindBodyInstance
- 2.2 FindConstraintInstance
- 2.3 GetTotalMassBelowBone
- 2.4 SetAllBodiesFixed
- 2.5 SetAllMotorsAngularDriveParams
- 2.6 SetAllMotorsAngularDriveStrength
- 2.7 SetAllMotorsAngularPositionDrive
- 2.8 SetAngularDriveScale
- 2.9 SetFullAnimWeightBonesFixed
- 2.10 SetLinearDriveScale
- 2.11 SetNamedBodiesBlockRigidBody
- 2.12 SetNamedBodiesFixed
- 2.13 SetNamedMotorsAngularPositionDrive
- 2.14 SetNamedRBBoneSprings
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
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
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
Find instance of the body that matches the name supplied.
FindConstraintInstance
Find instance of the constraint that matches the name supplied.
GetTotalMassBelowBone
Utility which returns total mass of all bones below the supplied one in the hierarchy (including this one).
SetAllBodiesFixed
Fix or unfix all bodies
SetAllMotorsAngularDriveParams
Set Angular Drive motors params for all constraint instance
SetAllMotorsAngularDriveStrength
Set angular motors strength
SetAllMotorsAngularPositionDrive
Enable or Disable AngularPositionDrive
SetAngularDriveScale
SetFullAnimWeightBonesFixed
Allows you to fix/unfix bodies where bAlwaysFullAnimWeight is set to TRUE in the BodySetup.
SetLinearDriveScale
SetNamedBodiesBlockRigidBody
Use to toggle collision on particular bodies in the asset.
SetNamedBodiesFixed
Fix or unfix a list of bodies, by name
SetNamedMotorsAngularPositionDrive
Enable or Disable AngularPositionDrive based on a list of bone names
SetNamedRBBoneSprings
Use to toggle and set RigidBody angular and linear bone springs (see RB_BodyInstance).