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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 (BlueprintCallable, Category=PhysicsControl, Meta=(ReturnDisplayName="Success"))
bool CreateControlsAndBodyModifiersFromPhysicsControlAsset
(
USkeletalMeshComponent * SkeletalMeshComponent,
UPrimitiveComponent * WorldComponent,
FName WorldBoneName
)
Remarks
This uses the control profile asset (that should have already been assigned in our data) to create controls and body modifiers. 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)