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APhysicsControlActor |
Actor that holds a PhysicsControlComponent which is then used to apply controls/body modifiers to other actors from "outside", and a PhysicsControlInitializerComponent which provides the ability to create those controls automatically |
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FInitialBodyModifier |
Structure that determines a Body Modifier used during initialization of the physics control actor |
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FInitialCharacterControls |
Structure that holds the data necessary to set up a default set of limb controls for a character |
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FInitialPhysicsControl |
Structure that determines a Physics Control used during initialization of the physics control actor |
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FPhysicsControl |
Structure that determines a "control" - this contains all the information needed to drive (with spring-dampers) a child body relative to a parent body. |
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FPhysicsControlData |
Contains data associated with how physical bodies should be controlled/directed towards their targets. |
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FPhysicsControlLimbBones |
Wrapper for the array of bone names, so that the limbs can we can work with a map of arrays of names. |
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FPhysicsControlLimbSetupData |
Setup data that is used to create the representation of a single limb. |
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FPhysicsControlModule |
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FPhysicsControlMultiplier |
These parameters allow modification of the parameters in FPhysicsControlData for two reasons: |
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FPhysicsControlNames |
Wrapper for the array of names, so that the control/modifier sets can we work with a map of arrays of names. |
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FPhysicsControlSettings |
General settings for a control |
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FPhysicsControlTarget |
Defines a target position and orientation, and also the target velocity and angular velocity. |
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UPhysicsControlComponent |
This is the main Physics Control Component class which manages Controls and Body Modifiers associated with one or more static or skeletal meshes. |
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UPhysicsControlInitializerComponent |
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UPhysicsControlProfileAsset |
Asset for storing Physics Control Profiles. |
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