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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;
void CreateControlsAndBodyModifiersFromLimbBones
&40;
FPhysicsControlNames & AllWorldSpaceControls,
TMap< FName, FPhysicsControlNames > & LimbWorldSpaceControls,
FPhysicsControlNames & AllParentSpaceControls,
TMap< FName, FPhysicsControlNames > & LimbParentSpaceControls,
FPhysicsControlNames & AllBodyModifiers,
TMap< FName, FPhysicsControlNames > & LimbBodyModifiers,
USkeletalMeshComponent &42; SkeletalMeshComponent,
const TArray< FPhysicsControlLimbSetupData > & LimbSetupData,
const FPhysicsControlData WorldSpaceControlData,
const FPhysicsControlSettings WorldSpaceControlSettings,
const bool bEnableWorldSpaceControls,
const FPhysicsControlData ParentSpaceControlData,
const FPhysicsControlSettings ParentSpaceControlSettings,
const bool bEnableParentSpaceControls,
const EPhysicsMovementType PhysicsMovementType,
const float GravityMultiplier,
const float PhysicsBlendWeight
&41;
Remarks
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".