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UE3:RB_BodySetup (UDK)
Object >> KMeshProps >> RB_BodySetup |
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Properties[edit]
Property group 'RB_BodySetup'[edit]
bAlwaysFullAnimWeight[edit]
Type: bool
If true (and bEnableFullAnimWeightBodies 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
bConsiderForBounds[edit]
Type: bool
Should this BodySetup be considered for the bounding box of the PhysicsAsset (and hence SkeletalMeshComponent). There is a speed improvement from having less BodySetups processed each frame when updating the bounds.
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]
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