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This is the record for a modifier. It stores the "original" data, which will normally stay fixed. In addition, it will also store some updates to these original data which will determine how the actual body properties get set.
| Name | FRigidBodyModifierRecord |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/PhysicsControl/Source/PhysicsControl/Public/RigidBodyControlData.h |
| Include Path | #include "RigidBodyControlData.h" |
Syntax
struct FRigidBodyModifierRecord
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRigidBodyModifierRecord
(
const FPhysicsBodyModifier& InModifier, |
RigidBodyControlData.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorHandle | ImmediatePhysics::FActorHandle * | RigidBodyControlData.h | ||
| Modifier | FPhysicsBodyModifier | RigidBodyControlData.h | ||
| ModifierData | FPhysicsControlModifierData | This contains the currently active modifier data. | RigidBodyControlData.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ResetCurrent() |
RigidBodyControlData.h |