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UE3:RB_BodyInstance (UT3)
Object >> RB_BodyInstance |
Contents
- 1 Properties
- 1.1 Property group 'BoneSpring'
- 1.1.1 bDisableOnOverextension
- 1.1.2 bEnableBoneSpringAngular
- 1.1.3 bEnableBoneSpringLinear
- 1.1.4 bMakeSpringToBaseCollisionComponent
- 1.1.5 BoneAngularDamping
- 1.1.6 BoneAngularSpring
- 1.1.7 BoneLinearDamping
- 1.1.8 BoneLinearSpring
- 1.1.9 bTeleportOnOverextension
- 1.1.10 bUseKinActorForBoneSpring
- 1.1.11 OverextensionThreshold
- 1.2 Property group 'Physics'
- 1.3 Property group 'RB_BodyInstance'
- 1.4 Internal variables
- 1.1 Property group 'BoneSpring'
- 2 Native functions
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Properties[edit]
Property group 'BoneSpring'[edit]
bDisableOnOverextension[edit]
Type: bool
If true, bone spring will automatically disable if it ever gets longer than the OverextensionThreshold.
bEnableBoneSpringAngular[edit]
Type: bool
Enable angular 'spring' between the physics body for this bone, and the world-space location of the animation bone.
bEnableBoneSpringLinear[edit]
Type: bool
Enable linear 'spring' between the physics body for this bone, and the world-space location of the animation bone.
bMakeSpringToBaseCollisionComponent[edit]
Type: bool
When using bone springs, connect them to the physics body of the Base's CollisionComponent. When using this option, SetBoneSpringTarget must be given a matrix for this bone relative to the other bone, rather than relative to the world.
BoneAngularDamping[edit]
Type: float
Damping on angular spring to animated bone.
Default value: 0.1
BoneAngularSpring[edit]
Type: float
Strength of angular spring to animated bone.
Default value: 1.0
BoneLinearDamping[edit]
Type: float
Damping on linear spring to animated bone.
Default value: 0.1
BoneLinearSpring[edit]
Type: float
Strength of linear spring to animated bone.
Default value: 10.0
bTeleportOnOverextension[edit]
Type: bool
This will teleport the whole PhysicsAssetInstance if this spring gets too long, to reduce to error to zero. Note - having this set on more than one body in a PhysicsAssetInstance will have unpredictable results.
bUseKinActorForBoneSpring[edit]
Type: bool
When using bone springs, connect them to a kinematic body and animate that, rather than animating the attachment location on the 'world'. This adds some overhead, but tracks rapidly moving targets better.
OverextensionThreshold[edit]
Type: float
If bDisableOnOverextension is on, the bone spring will be disabled if it stretches more than this amount.
Property group 'Physics'[edit]
bEnableCollisionResponse[edit]
Type: bool
Modifiers: const
Enables physics response for this body (on by default). If FALSE, contacts are still generated and reported. Useful for "sensor" bodies.
Default value: True
bOnlyCollideWithPawns[edit]
Type: bool
Modifiers: const
This body should only collide with other bodies with their components marked bConsiderPawnForRBCollision. Useful for flappy bits you do not want to collide with the world.
bPushBody[edit]
Type: bool
Modifiers: const
Denotes body as a "push" body. Also disables collision response, by definition.
PhysMaterialOverride[edit]
Type: PhysicalMaterial
Modifiers: const
Allows you to override the PhysicalMaterial to use for this body. Due to the way the BodyInstance pooling works, this MUST BE LAST PROPERTY OF THE CLASS.
Property group 'RB_BodyInstance'[edit]
CustomGravityFactor[edit]
Type: float
The force applied to the body to address custom gravity for the actor is multiplied CustomGravityFactor, allowing bodies to individually control how custom gravity settings affectthem
Default value: 1.0
Internal variables[edit]
BodyData[edit]
Type: pointer
Modifiers: native, const
Internal use. Physics-engine representation of this body.
BodyIndex[edit]
Type: int
Modifiers: const
Index of this BodyInstance within the PhysicsAssetInstance/PhysicsAsset.
BoneSpring[edit]
Type: pointer
Modifiers: native, const
Internal use. Physics-engine representation of the spring on this body.
BoneSpringKinActor[edit]
Type: pointer
Modifiers: native, const
If bUseKinActorForBoneSpring is true, this is the Physics-engine representation of the kinematic actor the spring is attached to.
LastEffectPlayedTime[edit]
Type: float
Modifiers: transient
For per-bodyinstance effects this keeps track of the last time one played. Could be used for items like gib effects.
OwnerComponent[edit]
Type: PrimitiveComponent
Modifiers: const, transient
PrimitiveComponent containing this body. Due to the way the BodyInstance pooling works, this MUST BE FIRST PROPERTY OF THE CLASS.
PreviousVelocity[edit]
Type: Object.Vector
Previous frame Velocity of this BodyInstance. Only updated if this is the root body of the CollisionComponent of an Actor in PHYS_RigidBody used for collision events since by the time the event is sent, Velocity would have been updated with the post-collision velocity
SceneIndex[edit]
Type: int
Modifiers: native, const
Physics scene index.
Velocity[edit]
Type: Object.Vector
Current linear velocity of this BodyInstance. Only updated if this is the root body of the CollisionComponent of an Actor in PHYS_RigidBody
Native functions[edit]
EnableBoneSpring[edit]
Used to turn the angular/linear bone spring on and off. InBoneTarget is in world space, unless bMakeSpringToBaseCollisionComponent is TRUE, in which case it is relative to that body.
EnableCollisionResponse[edit]
Enable/disable response to contacts.
GetUnrealWorldAngularVelocity[edit]
Get current angular velocity in world space from physics body.
GetUnrealWorldTM[edit]
Get current transform in world space from physics body.
GetUnrealWorldVelocity[edit]
Get current velocity in world space from physics body.
IsFixed[edit]
Returns TRUE if this body is fixed
IsValidBodyInstance[edit]
See if this body is valid.
SetBlockRigidBody[edit]
Used to disable rigid body collisions for this body. Overrides the bNoCollision flag in the BodySetup for this body.
SetBoneSpringParams[edit]
Used to set the spring stiffness and damping parameters for the bone spring.
SetBoneSpringTarget[edit]
Used to set desired target location of this spring. Usually called by UpdateRBBonesFromSpaceBases. InBoneTarget is in world space, unless bMakeSpringToBaseCollisionComponent is TRUE, in which case it is relative to that body.
SetFixed[edit]
Force this body to be fixed (kinematic) or not. Overrides the BodySetup for this body.
SetPhysMaterialOverride[edit]
Set physical material override for this body