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API > API/Plugins > API/Plugins/ControlRigPhysics
Sets all the data on a body - but in a sparse way so you can decide which parameters get applied. Danny TODO - Note that the sparse data does not get displayed correctly, so this is largely unusable - the flags that enable/disable all end up getting reset if the user attempts to change them.
| Name | FRigUnit_HierarchySetPhysicsBodySparseData |
| 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 Data", Varying))
struct FRigUnit_HierarchySetPhysicsBodySparseData : public FRigUnit_PhysicsBaseMutable
Inheritance Hierarchy
- FRigVMStruct → FRigUnit → FRigUnitMutable → FRigUnit_PhysicsBaseMutable → FRigUnit_HierarchySetPhysicsBodySparseData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRigUnit_HierarchySetPhysicsBodySparseData() |
RigPhysicsBodyExecution.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Data | FPhysicsControlModifierSparseData | RigPhysicsBodyExecution.h |
|
|
| PhysicsBodyComponentKey | FRigComponentKey | RigPhysicsBodyExecution.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Execute() |
RigPhysicsBodyExecution.h |