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API > API/Plugins > API/Plugins/ControlRigPhysics
Creates multiple physics components based on the supplied physics asset. Note that the resulting simulation bodies may not precisely match the physics asset.
| Name | FRigUnit_HierarchyInstantiateFromPhysicsAsset |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/ControlRigPhysics/Source/ControlRigPhysics/Public/RigPhysicsExecution.h |
| Include Path | #include "RigPhysicsExecution.h" |
Syntax
USTRUCT (
Meta=(DisplayName="Instantiate From Physics Asset", Keywords="Construction,Create,New", Varying))
struct FRigUnit_HierarchyInstantiateFromPhysicsAsset : public FRigUnit_PhysicsBaseMutable
Inheritance Hierarchy
- FRigVMStruct → FRigUnit → FRigUnitMutable → FRigUnit_PhysicsBaseMutable → FRigUnit_HierarchyInstantiateFromPhysicsAsset
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRigUnit_HierarchyInstantiateFromPhysicsAsset() |
RigPhysicsExecution.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAddParentSpaceControl | bool | RigPhysicsExecution.h |
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| bAddSimSpaceControl | bool | RigPhysicsExecution.h |
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| bEnableDrives | bool | Whether to enable the drives authored in the physics asset. | RigPhysicsExecution.h |
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| bEnableJoints | bool | Whether to enable the joints authored in the physics asset. | RigPhysicsExecution.h |
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| BonesToUse | TArray< FRigElementKey > | If this is empty, then all bodies in the physics asset that match a bone in the hierarchy will be created. | RigPhysicsExecution.h |
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| 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. | RigPhysicsExecution.h |
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| ConstraintProfileName | FName | Name of the constraint profile to use. If empty (or invalid), the default profile will be used. | RigPhysicsExecution.h |
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| ParentSpaceControlComponentKeys | TArray< FRigComponentKey > | RigPhysicsExecution.h |
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| ParentSpaceControlData | FPhysicsControlData | Data for the parent space control. | RigPhysicsExecution.h |
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| PhysicsAsset | TObjectPtr< UPhysicsAsset > | RigPhysicsExecution.h |
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| PhysicsBodyComponentKeys | TArray< FRigComponentKey > | RigPhysicsExecution.h |
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| PhysicsJointComponentKeys | TArray< FRigComponentKey > | RigPhysicsExecution.h |
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| PhysicsSolverComponentKey | FRigComponentKey | Note that setting the solver component, if known, has the benefit of avoiding the need to search for an automatic solver. | RigPhysicsExecution.h |
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| SimSpaceControlComponentKeys | TArray< FRigComponentKey > | RigPhysicsExecution.h |
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| SimSpaceControlData | FPhysicsControlData | Data for the simulation space control. | RigPhysicsExecution.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Execute() |
RigPhysicsExecution.h |