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Caches the pose for RigidBodyWithControl.
| Name | FRigidBodyPoseData |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/PhysicsControl/Source/PhysicsControl/Public/RigidBodyPoseData.h |
| Include Path | #include "RigidBodyPoseData.h" |
Syntax
struct FRigidBodyPoseData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRigidBodyPoseData() |
RigidBodyPoseData.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BoneTMs | TArray< UE::PhysicsControl::FPosQuat > | The cached skeletal data, updated at the start of each tick | RigidBodyPoseData.h | |
| ExpectedUpdateCounter | FGraphTraversalCounter | When the update is called we'll take the current counter, increment it, and store here so it can be compared. | RigidBodyPoseData.h | |
| UpdateCounter | FGraphTraversalCounter | Track when we were currently/last updated so the user can detect missing updates if calculating velocity etc | RigidBodyPoseData.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UE::PhysicsControl::FPosQuat GetTM
(
int32 Index |
RigidBodyPoseData.h | ||
bool IsEmpty() |
RigidBodyPoseData.h | ||
bool IsValidIndex
(
const int32 Index |
RigidBodyPoseData.h | ||
void SetSize
(
const int32 NumBones |
RigidBodyPoseData.h | ||
void Update
(
FComponentSpacePoseContext& ComponentSpacePoseContext, |
RigidBodyPoseData.h |