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API > API/Plugins > API/Plugins/PhysicsControl
References
| Module | PhysicsControl |
| Header | /Engine/Plugins/Experimental/PhysicsControl/Source/PhysicsControl/Public/PhysicsControlData.h |
| Include | #include "PhysicsControlData.h" |
Syntax
USTRUCT (BlueprintType )
struct FPhysicsControlModifierSparseData
Remarks
Analogous to the ControlData, this indicates how an individual controlled body should move, with flags indicating whether each element should get used.
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint8: 1 | bEnablebUpdateKinematicFromSimulation | ||
| uint8: 1 | bEnablebUseSkeletalAnimation | ||
| uint8: 1 | bEnableCollisionType | ||
| uint8: 1 | bEnableGravityMultiplier | ||
| uint8: 1 | bEnableMovementType | ||
| uint8: 1 | bEnablePhysicsBlendWeight | ||
| uint8: 1 | bUpdateKinematicFromSimulation | If true then the associated actor's transform will be updated from the simulation when it is kinematic. | |
| uint8: 1 | bUseSkeletalAnimation | If true then the target will be applied on top of the skeletal animation (if there is any) | |
| TEnumAsByte< ECollisionEnabled::Type > | CollisionType | The collision type. | |
| float | GravityMultiplier | How much gravity to use when simulating - typically between 0 and 1 | |
| EPhysicsMovementType | MovementType | How the body should move. | |
| float | PhysicsBlendWeight | When converting back from simulation to animation, how much to use the simulation output versus the original animation input. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
FPhysicsControlModifierSparseData
(
const EPhysicsMovementType InMovementType, |
Operators
| Type | Name | Description | |
|---|---|---|---|
| bool | operator==
(
const FPhysicsControlModifierSparseData& other |