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There will be a PhysicsBodyModifier created at runtime for every BodyInstance involved in the component.
| Name | FPhysicsBodyModifierRecord |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/PhysicsControl/Source/PhysicsControl/Public/PhysicsControlRecord.h |
| Include Path | #include "PhysicsControlRecord.h" |
Syntax
struct FPhysicsBodyModifierRecord
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPhysicsBodyModifierRecord
(
TWeakObjectPtr< UPrimitiveComponent > InComponent, |
PhysicsControlRecord.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BodyModifier | FPhysicsBodyModifier | The core data. | PhysicsControlRecord.h | |
| bResetToCachedTarget | uint8 | If true then the body will be set to the transform/velocity stored in any cached target (if that exists), and then this flag will be cleared. | PhysicsControlRecord.h | |
| Component | TWeakObjectPtr< UPrimitiveComponent > | The mesh that will be modified. | PhysicsControlRecord.h | |
| KinematicTarget | UE::PhysicsControl::FPosQuat | The target transform when kinematic. | PhysicsControlRecord.h |