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API > API/Plugins > API/Plugins/PhysicsControl > API/Plugins/PhysicsControl/UPhysicsControlComponent
References
| Module | PhysicsControl |
| Header | /Engine/Plugins/Experimental/PhysicsControl/Source/PhysicsControl/Public/PhysicsControlComponent.h |
| Include | #include "PhysicsControlComponent.h" |
| Source | /Engine/Plugins/Experimental/PhysicsControl/Source/PhysicsControl/Private/PhysicsControlComponent.cpp |
UFUNCTION&40;BlueprintCallable, Category&61;PhysicsControl&41;
TArray< FName > CreateBodyModifiersFromSkeletalMeshBelow
&40;
USkeletalMeshComponent &42; SkeletalMeshComponent,
const FName BoneName,
const bool bIncludeSelf,
const FName Set,
const EPhysicsMovementType MovementType,
const ECollisionEnabled::Type CollisionType,
const float GravityMultiplier,
const float PhysicsBlendWeight,
const bool bUseSkeletalAnimation,
const bool bUpdateKinematicFromSimulation
&41;
Remarks
Creates new body modifiers for skeletal mesh components
Parameters
| Name | Description |
|---|---|
| SkeletalMeshComponent | The skeletal mesh which will have body modifiers |
| BoneName | The bone name below which modifiers should be created |
| bIncludeSelf | Whether or not to include BoneName when creating modifiers |
| Set | Which set to include the body modifier in (optional). Note that it automatically gets added to the set "All" |
| MovementType | Whether to enable/disable simulation on the body |
| CollisionType | Collision type to set on the body |
| GravityMultiplier | The amount of gravity to apply when simulating |
| PhysicsBlendWeight | The blend weight between the body transform coming from animation and that coming from simulation. |
| bUseSkeletalAnimation | Whether the kinematic target is specified in the frame of the skeletal animation, rather than world space. Only relevant if the body is part of a skeletal mesh. |
| bUpdateKinematicFromSimulation | Whether the body should be updated from the simulation when it is kinematic, or whether it should track the kinematic target directly. This will be most likely useful when using async physics, in order to make kinematic parts behave the same as dynamic ones. |