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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;
TMap< FName, FPhysicsControlNames > CreateBodyModifiersFromLimbBones
&40;
FPhysicsControlNames & AllBodyModifiers,
const TMap< FName, FPhysicsControlLimbBones > & LimbBones,
const EPhysicsMovementType MovementType,
const ECollisionEnabled::Type CollisionType,
const float GravityMultiplier,
const float PhysicsBlendWeight,
const bool bUseSkeletalAnimation,
const bool bUpdateKinematicFromSimulation
&41;
Remarks
Creates a collection of controls controlling a skeletal mesh, grouped together in limbs A map containing the modifiers for each limb
Parameters
| Name | Description |
|---|---|
| AllControls | A single container for all the controls that have been created |
| LimbBones | A map relating the limbs and the bones that they contain. Typically create this using GetLimbBonesFromSkeletalMesh |
| 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. |