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API > API/Plugins > API/Plugins/PhysicsControl
| Name | UPhysicsControlInitializerComponent |
| Type | class |
| Header File | /Engine/Plugins/Experimental/PhysicsControl/Source/PhysicsControl/Public/PhysicsControlActor.h |
| Include Path | #include "PhysicsControlActor.h" |
Syntax
UCLASS (Meta=(BlueprintSpawnableComponent), ClassGroup=Physics, Experimental)
class UPhysicsControlInitializerComponent : public USceneComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPhysicsControlInitializerComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPhysicsControlInitializerComponent
(
const FObjectInitializer& ObjectInitializer |
PhysicsControlActor.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCreateControlsAtBeginPlay | bool | If set, then CreateControls will be called in our BeginPlay event, attempting to find a PhysicsControlComponent in our parent actor. | PhysicsControlActor.h |
|
| InitialBodyModifiers | TMap< FName, FInitialBodyModifier > | This can be filled in to automatically create body modifiers during the BeginPlay event. | PhysicsControlActor.h |
|
| InitialCharacterControls | FInitialCharacterControls | This can be filled in to automatically create whole-character controls (by specifying limbs etc) for a skeletal mesh during the BeginPlay event. | PhysicsControlActor.h |
|
| InitialControls | TMap< FName, FInitialPhysicsControl > | This can be filled in to automatically create controls during the BeginPlay event. | PhysicsControlActor.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
PhysicsControlActor.h | ||
void CreateControls
(
UPhysicsControlComponent* PhysicsControlComponent |
This creates all the controls specified in the Initial properties. | PhysicsControlActor.h |
|