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Parameters for PhysicsAsset creation
| Name | FPhysAssetCreateParams |
| Type | struct |
| Header File | /Engine/Source/Developer/PhysicsUtilities/Public/PhysicsAssetUtils.h |
| Include Path | #include "PhysicsAssetUtils.h" |
Syntax
USTRUCT ()
struct FPhysAssetCreateParams
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPhysAssetCreateParams() |
PhysicsAssetUtils.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AngularConstraintMode | TEnumAsByte< EAngularConstraintMotion > | The type of angular constraint to create between bodies | PhysicsAssetUtils.h |
|
| bAutoOrientToBone | bool | Whether to automatically orient the created bodies to their corresponding bones | PhysicsAssetUtils.h |
|
| bBodyForAll | bool | Forces creation of a body for each bone | PhysicsAssetUtils.h |
|
| bCreateConstraints | bool | Whether to create constraints between adjacent created bodies | PhysicsAssetUtils.h |
|
| bDisableCollisionsByDefault | bool | Whether to disable collision of body with other bodies on creation | PhysicsAssetUtils.h |
|
| bWalkPastSmall | bool | Whether to skip small bones entirely (rather than merge them with adjacent bones) | PhysicsAssetUtils.h |
|
| GeomType | TEnumAsByte< EPhysAssetFitGeomType > | The geometry type that should be used when creating bodies | PhysicsAssetUtils.h |
|
| HullCount | int32 | When creating multiple convex hulls, the maximum number that will be created. | PhysicsAssetUtils.h |
|
| LodIndex | int32 | The LOD index use to create the physics asset. | PhysicsAssetUtils.h |
|
| MaxHullVerts | int32 | When creating convex hulls, the maximum verts that should be created | PhysicsAssetUtils.h |
|
| meta | When creating level sets, the grid resolution to use | PhysicsAssetUtils.h |
|
|
| MinBoneSize | float | Bones that are shorter than this value will be ignored for body creation | PhysicsAssetUtils.h |
|
| MinWeldSize | float | Bones that are smaller than this value will be merged together for body creation | PhysicsAssetUtils.h |
|
| VertWeight | TEnumAsByte< EPhysAssetFitVertWeight > | How vertices are mapped to bones when approximating them with bodies | PhysicsAssetUtils.h |
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