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If true, then kinematic objects will be written back from simulation to the bones. This only necessary when either kinematic targets are being used, or when the target bone differs from the source bone. Danny TODO - check the implementation, and also can we auto-calculate this at runtime?
| Name | FRigUnit_HierarchySetPhysicsBodyDamping |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/ControlRigPhysics/Source/ControlRigPhysics/Public/RigPhysicsBodyExecution.h |
| Include Path | #include "RigPhysicsBodyExecution.h" |
Syntax
USTRUCT (Meta=(DisplayName="Set Physics Body Damping", Varying))
struct FRigUnit_HierarchySetPhysicsBodyDamping : public FRigUnit_PhysicsBaseMutable
Inheritance Hierarchy
- FRigVMStruct → FRigUnit → FRigUnitMutable → FRigUnit_PhysicsBaseMutable → FRigUnit_HierarchySetPhysicsBodyDamping
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRigUnit_HierarchySetPhysicsBodyDamping() |
RigPhysicsBodyExecution.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AngularDamping | float | RigPhysicsBodyExecution.h |
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| LinearDamping | float | RigPhysicsBodyExecution.h |
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| PhysicsBodyComponentKey | FRigComponentKey | RigPhysicsBodyExecution.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Execute() |
RigPhysicsBodyExecution.h |