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API > API/Plugins > API/Plugins/ControlRigPhysics
Basic settings of the body in relation to the solver that are not covered elsewhere
| Name | FRigPhysicsBodySolverSettings |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/ControlRigPhysics/Source/ControlRigPhysics/Public/RigPhysicsData.h |
| Include Path | #include "RigPhysicsData.h" |
Syntax
USTRUCT (BlueprintType )
struct FRigPhysicsBodySolverSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRigPhysicsBodySolverSettings
(
FRigComponentKey InPhysicsSolverComponentKey, |
RigPhysicsData.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIncludeInChecksForReset | bool | Whether to include this bone in checks for whether we should reset physics on the whole rig, using thresholds in the solver. | RigPhysicsData.h |
|
| bUseAutomaticSolver | bool | If true (and the physics solver is not explicitly set), then this component will be added to any physics solver that exists above it in the hierarchy, if that solver allows automatically adding physics components. | RigPhysicsData.h |
|
| PhysicsSolverComponentKey | FRigComponentKey | Note that setting the solver component, if known, has the benefit of avoiding the need to search for an automatic solver. | RigPhysicsData.h |
|
| SourceBone | FRigElementKey | The bone that is used to initialize physics, as well as what to track when the body is set to be kinematic. | RigPhysicsData.h |
|
| TargetBone | FRigElementKey | The bone that is written to following simulation. | RigPhysicsData.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void OnRigHierarchyKeyChanged
(
const FRigHierarchyKey& InOldKey, |
RigPhysicsData.h |