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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)
TMap< FName, FPhysicsControlNames > CreateControlsFromLimbBones
(
FPhysicsControlNames & AllControls,
const TMap< FName, FPhysicsControlLimbBones > & LimbBones,
const EPhysicsControlType ControlType,
const FPhysicsControlData ControlData,
UPrimitiveComponent * WorldComponent,
FName WorldBoneName,
FString NamePrefix
)
Remarks
Creates a collection of controls controlling a skeletal mesh, grouped together in limbs A map containing the controls 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 |
| ControlType | What type of control to create. This determines what the parent will be for each control |
| ControlData | Describes the initial strength etc of the new control |
| WorldComponent | Optional component to use as the parent object for any "world-space" controls that are created. Will be ignored if the controls being created are not world-space. |
| WorldBoneName | Additional bone name to identify the world object if the WorldComponent is actually a skeletal mesh component. |
| NamePrefix | Optional string that is prefixed to each control that is created. |