| FRigPhysicsBodyComponent |
A component that can be added to a joint/element that defines how a physical body can be "attached" to it. |
| FRigPhysicsBodySolverSettings |
Basic settings of the body in relation to the solver that are not covered elsewhere |
| FRigPhysicsCollision |
Collection of shapes that define the collision and (optionally) mass distribution of the body. |
| FRigPhysicsCollisionBox |
Box collision |
| FRigPhysicsCollisionCapsule |
Capsule collision |
| FRigPhysicsCollisionShape |
Properties common to all collision shape types |
| FRigPhysicsCollisionSphere |
Sphere collision |
| FRigPhysicsControlComponent |
A component that can be added to hierarchy elements (joints) to add the data required to control the simulation of them |
| FRigPhysicsDriveData |
This represents the motor drive associated with a physics joint, that can drive the bodies towards a target pose. |
| FRigPhysicsDynamics |
Properties of a body affecting its dynamics (movement without regard to collision). |
| FRigPhysicsJointComponent |
|
| FRigPhysicsJointData |
This represents an "articulation" - a general purpose "character joint" consisting of |
| FRigPhysicsMaterial |
Material properties of a collision shapes. |
| FRigPhysicsSimulationSpaceSettings |
These settings are used when the simulation is not done in world space. |
| FRigPhysicsSolverComponent |
A solver coordinates the physical movement of bodies. |
| FRigPhysicsSolverSettings |
Configuration/settings for the physics solver |
| FRigPhysicsVisualizationSettings |
|
| FRigUnit_AddPhysicsBody |
Adds a new physics body as a component on the owner element. |
| FRigUnit_AddPhysicsComponents |
Adds a set of physics components including the body, joint and controls. |
| FRigUnit_AddPhysicsControl |
Adds a new physics control as a component on the owner element. |
| FRigUnit_AddPhysicsJoint |
Adds a new physics body as a component on the owner element. |
| FRigUnit_AddPhysicsSolver |
Adds a new physics solver as a component on the owner element. |
| FRigUnit_GetPhysicsSolverSpaceData |
Retrieves the simulation space data. |
| FRigUnit_HierarchyAutoCalculateCollision |
Discards any existing collision data and replaces it with a box based on the joint positions. |
| FRigUnit_HierarchyDisableCollisionBetween |
Disables collision between two bodies. |
| FRigUnit_HierarchyGetControlData |
Gets the control data for a physics control. |
| FRigUnit_HierarchyGetJointData |
Gets the joint for a physics joint component. |
| FRigUnit_HierarchyGetJointDriveData |
Gets the joint drive for a physics joint component. |
| FRigUnit_HierarchyImportCollisionFromPhysicsAsset |
Imports/creates bones from the physics asset and creates collision for them. |
| FRigUnit_HierarchyInstantiateFromPhysicsAsset |
Creates multiple physics components based on the supplied physics asset. |
| FRigUnit_HierarchySetCollision |
Sets the collision for a physics component body. |
| FRigUnit_HierarchySetControlAngularDampingRatio |
|
| FRigUnit_HierarchySetControlAngularStrength |
|
| FRigUnit_HierarchySetControlCustomControlPoint |
Sets the custom control point on a control. |
| FRigUnit_HierarchySetControlData |
Sets the control data for a physics control. |
| FRigUnit_HierarchySetControlDataAndMultiplier |
Sets the control data and multiplier for a physics control. |
| FRigUnit_HierarchySetControlEnabled |
Sets whether a control is enabled. |
| FRigUnit_HierarchySetControlLinearDampingRatio |
|
| FRigUnit_HierarchySetControlLinearStrength |
|
| FRigUnit_HierarchySetControlMultiplier |
Sets the multipliers for a physics control. |
| FRigUnit_HierarchySetControlTarget |
Sets the target for a physics control. |
| FRigUnit_HierarchySetDynamics |
Sets the mass etc for a physics component body. |
| FRigUnit_HierarchySetJointData |
Sets the joint for a physics component body. |
| FRigUnit_HierarchySetJointDriveData |
Sets the joint drive for a physics component body. |
| FRigUnit_HierarchySetJointDriveUseSkeletalAnimation |
Sets the joint drive for a physics component body. |
| FRigUnit_HierarchySetJointEnabled |
|
| FRigUnit_HierarchySetPhysicsBodyCollisionType |
Sets what collision mode is used for this body |
| FRigUnit_HierarchySetPhysicsBodyDamping |
If true, then kinematic objects will be written back from simulation to the bones. |
| FRigUnit_HierarchySetPhysicsBodyGravityMultiplier |
Sets the multiplier on gravity that should be applied to the body. |
| FRigUnit_HierarchySetPhysicsBodyIncludeInChecksForReset |
Sets whether this body should be included in checks for resetting physics on the whole rig. |
| FRigUnit_HierarchySetPhysicsBodyKinematicTarget |
Sets the kinematic target for a body - note that this won't actually make the body kinematic |
| FRigUnit_HierarchySetPhysicsBodyKinematicTargetSpace |
Sets the kinematic target space for a body - note that this won't actually make the body kinematic |
| FRigUnit_HierarchySetPhysicsBodyMaterial |
Applies the material settings to all the collision shapes. |
| FRigUnit_HierarchySetPhysicsBodyMovementType |
Sets the movement mode for this body. Danny TODO explain the different between kinematic and static |
| FRigUnit_HierarchySetPhysicsBodyPhysicsBlendWeight |
Controls the amount that the simulation is blended back into the target bones. Danny TODO implement |
| FRigUnit_HierarchySetPhysicsBodySourceBone |
Sets what bone is used as a source transform for the physics body. |
| FRigUnit_HierarchySetPhysicsBodySparseData |
Sets all the data on a body - but in a sparse way so you can decide which parameters get applied. |
| FRigUnit_HierarchySetPhysicsBodyTargetBone |
Sets what bone is targeted by the simulation - i.e. where the simulation output is written to. |
| FRigUnit_HierarchySetPhysicsBodyUpdateKinematicFromSimulation |
If true, then kinematic objects will be written back from simulation to the bones. |
| FRigUnit_HierarchyUpdateControlTarget |
Sets the target for a physics control and updates the target velocities based on the previews targets (which will be overwritten) |
| FRigUnit_InstantiatePhysics |
Instantiates all the objects in the physics world. |
| FRigUnit_MakeArticulationDriveData |
Helper to simplify creation of drive data for a typical articulation (i.e. no linear drive, but with an angular drive) |
| FRigUnit_MakeArticulationJointData |
Helper to simplify creation of joint data for a typical articulation (i.e. locked linear motion, but with an angular limit) |
| FRigUnit_MakeDriveData |
Helper to simplify creation of drive data. |
| FRigUnit_PhysicsBase |
Base struct for all other non-mutable physics nodes |
| FRigUnit_PhysicsBaseMutable |
Base struct for all other mutable physics nodes |
| FRigUnit_SetPhysicsSolverExternalVelocity |
Sets the external velocity of the simulation - used for adding wind effects. |
| FRigUnit_SetPhysicsSolverSimulationSpaceSettings |
Sets all the simulation space settings on the solver. |
| FRigUnit_StepPhysicsSolver |
Steps the specified physics solver |
| FRigUnit_TrackInputPose |
Forces tracking of the input animation (on all physics bodies) for the next N frames |