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Used internally/only at runtime to track when a SkeletalMeshComponent is being controlled through a modifier, and to restore settings when that stops.
| Name | FModifiedSkeletalMeshData |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/PhysicsControl/Source/PhysicsControl/Public/PhysicsControlRecord.h |
| Include Path | #include "PhysicsControlRecord.h" |
Syntax
struct FModifiedSkeletalMeshData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FModifiedSkeletalMeshData() |
PhysicsControlRecord.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bOriginalUpdateMeshWhenKinematic | uint8 | The original setting for restoration when we're deleted | PhysicsControlRecord.h | |
| OriginalKinematicBonesUpdateType | EKinematicBonesUpdateToPhysics::Type | The original setting for restoration when we're deleted | PhysicsControlRecord.h | |
| ReferenceCount | int32 | Track when skeletal meshes are going to be used so this entry can be removed | PhysicsControlRecord.h |