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Danny TODO I think this is redundant given the ability to specify the space when kinematic targets are set. Investigate propagating that into the rest of Physics Control.
| Name | FRigUnit_HierarchySetPhysicsBodyUseSkeletalAnimation |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/PhysicsControl/Source/ControlRigPhysics/Public/RigPhysicsBodyExecution.h |
| Include Path | #include "RigPhysicsBodyExecution.h" |
Syntax
USTRUCT (Meta=(DisplayName="Set Physics Body Use Skeletal Animation", Varying))
struct FRigUnit_HierarchySetPhysicsBodyUseSkeletalAnimation : public FRigUnit_PhysicsBaseMutable
Inheritance Hierarchy
- FRigVMStruct → FRigUnit → FRigUnitMutable → FRigUnit_PhysicsBaseMutable → FRigUnit_HierarchySetPhysicsBodyUseSkeletalAnimation
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRigUnit_HierarchySetPhysicsBodyUseSkeletalAnimation() |
RigPhysicsBodyExecution.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bUseSkeletalAnimation | bool | RigPhysicsBodyExecution.h |
|
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| PhysicsBodyComponentKey | FRigComponentKey | RigPhysicsBodyExecution.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Execute() |
RigPhysicsBodyExecution.h |