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API > API/Plugins > API/Plugins/PhysicsControl
Caches the pose for PhysicsControlComponent.
| Name | FPhysicsControlPoseData |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/PhysicsControl/Source/PhysicsControl/Public/PhysicsControlPoseData.h |
| Include Path | #include "PhysicsControlPoseData.h" |
Syntax
struct FPhysicsControlPoseData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPhysicsControlPoseData() |
PhysicsControlPoseData.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasJustTeleported | bool | Whether the character has just teleported, in which case velocities should not be calculated based on deltas. | PhysicsControlPoseData.h | |
| BoneDatas | TArray< FBoneData > | The cached skeletal data, updated at the start of each tick. | PhysicsControlPoseData.h | |
| ComponentTM | FTransform | The component transform. This is only stored so we can detect teleports. | PhysicsControlPoseData.h | |
| DeltaTime | float | The DeltaTime used for the previous update (may be zero) | PhysicsControlPoseData.h | |
| ReferenceCount | int32 | Track when skeletal meshes are going to be used so this entry can be removed, and also so we can add a tick dependency. | PhysicsControlPoseData.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FBoneData & GetBoneData
(
int32 Index |
PhysicsControlPoseData.h | ||
FPosQuat GetCurrentTM
(
int32 Index |
PhysicsControlPoseData.h | ||
FPosQuat GetPreviousTM
(
int32 Index |
PhysicsControlPoseData.h | ||
bool IsEmpty() |
PhysicsControlPoseData.h | ||
bool IsValidIndex
(
const int32 Index |
PhysicsControlPoseData.h | ||
void Reset() |
PhysicsControlPoseData.h | ||
void Update
(
USkeletalMeshComponent* SkeletalMesh, |
PhysicsControlPoseData.h |