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API > API/Plugins > API/Plugins/PhysicsControl > API/Plugins/PhysicsControl/UPhysicsControlComponent
Description
Creates a collections of controls and body modifiers for a character, based on the description passed in. This makes:
- World-space controls
- Parent-space controls
- Body modifiers for all the body parts. In addition, they get added to sets, so they can be referenced later. Each control is added to three sets:
- "All"
- "ControlType - i.e. "WorldSpace" or "ParentSpace", each of which will end up containing all controls of that type
- "ControlType_LimbName" - e.g. "WorldSpace_ArmLeft" or "ParentSpace_Head" Each body modifier is added to "All" and a set named after the limb - e.g. "Spine" or "LegRight". It is also possible to specify a mesh component to use for the "world" object - so that the world controls can be made to work in the space of another object (or a bone if that is a skeletal mesh component)
| Name | CreateControlsAndBodyModifiersFromLimbBones |
| Type | function |
| Header File | /Engine/Plugins/Experimental/PhysicsControl/Source/PhysicsControl/Public/PhysicsControlComponent.h |
| Include Path | #include "PhysicsControlComponent.h" |
| Source | /Engine/Plugins/Experimental/PhysicsControl/Source/PhysicsControl/Private/PhysicsControlComponent.cpp |
UFUNCTION (BlueprintCallable, Category=PhysicsControl, Meta=(ReturnDisplayName="Success"))
bool CreateControlsAndBodyModifiersFromLimbBones
(
FPhysicsControlNames & AllWorldSpaceControls,
TMap < FName , FPhysicsControlNames > & LimbWorldSpaceControls,
FPhysicsControlNames & AllParentSpaceControls,
TMap < FName , FPhysicsControlNames > & LimbParentSpaceControls,
FPhysicsControlNames & AllBodyModifiers,
TMap < FName , FPhysicsControlNames > & LimbBodyModifiers,
USkeletalMeshComponent * SkeletalMeshComponent,
const TArray < FPhysicsControlLimbSetupData > & LimbSetupData,
const FPhysicsControlData WorldSpaceControlData,
const FPhysicsControlData ParentSpaceControlData,
const FPhysicsControlModifierData BodyModifierData,
UPrimitiveComponent * WorldComponent,
FName WorldBoneName
)