Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE3:RB_BodySetup (UT3)

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

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

Properties

Property group 'RB_BodySetup'

bAlwaysFullAnimWeight

Type: bool

If true (and bEnableFullAnimWeightBones 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

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

Type: bool

When doing line checks against this PhysicsAsset, this body should return hits with zero-extent (ie line) checks.

Default value: True

bEnableContinuousCollisionDetection

Type: bool

Turn on continuous collision detection for this body. This should avoid it passing through other objects when moving quickly.

bFixed

Type: bool

No dynamics on this body - fixed relative to the world.

bNoCollision

Type: bool

This body will not collide with anything.

BoneName

Type: name

Modifiers: editconst

Used in the PhysicsAsset case. Associates this Body with Bone in a skeletal mesh.

MassScale

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

Type: PhysicalMaterial

Physical material to use for this body. Encodes information about density, friction etc.

PreCachedPhysScale

Type: array<Object.Vector>

Modifiers: const

Scales to pre-cache physics data for this collision at.

SleepFamily

Type: ESleepFamily

The set of values used in considering when put this body to sleep.

Internal variables

CollisionGeom

Type: array<pointer>

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

Type: array<Object.Vector>

Modifiers: const, native

Scale factors for each CollisionGeom entry. CollisionGeom.Length == CollisionGeomScale3D.Length.

PreCachedPhysData

Type: array<KCachedConvexData>

Modifiers: const, native

Array of cached convex physics data.

PreCachedPhysDataVersion

Type: int

Modifiers: const

Version of cached physics data.

Enums

ESleepFamily

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

KCachedConvexData

Script mittot of cached pre-cooked physics data for this simplified collision

array<KCachedConvexDataElement> CachedConvexElements 

KCachedConvexDataElement

Script mirror of cached pre-cooked physics data for one convex hull

array<byte> ConvexElementData