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Analogous to the ControlData, this indicates how an individual controlled body should move
| Name | FPhysicsControlModifierData |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/PhysicsControl/Source/PhysicsControl/Public/PhysicsControlData.h |
| Include Path | #include "PhysicsControlData.h" |
Syntax
USTRUCT (BlueprintType )
struct FPhysicsControlModifierData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPhysicsControlModifierData
(
const EPhysicsMovementType InMovementType, |
PhysicsControlData.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bUpdateKinematicFromSimulation | bool | If true then the associated actor's transform will be updated from the simulation when it is kinematic. | PhysicsControlData.h |
|
| CollisionType | TEnumAsByte< ECollisionEnabled::Type > | The collision type. | PhysicsControlData.h |
|
| GravityMultiplier | float | How much gravity to use when simulating - typically between 0 and 1 | PhysicsControlData.h |
|
| KinematicTargetSpace | EPhysicsControlKinematicTargetSpace | The space in which kinematic targets should operate. | PhysicsControlData.h |
|
| MovementType | EPhysicsMovementType | How the body should move. | PhysicsControlData.h |
|
| PhysicsBlendWeight | float | When converting back from simulation to animation, how much to use the simulation output versus the original animation input. | PhysicsControlData.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void UpdateFromSparseData
(
const FPhysicsControlModifierSparseData& SparseData |
PhysicsControlData.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FPhysicsControlModifierData& other |
PhysicsControlData.h |