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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components > API/Runtime/Engine/Components/UPrimitiveComponent
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Components/PrimitiveComponent.h |
| Include | #include "Components/PrimitiveComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/PrimitiveComponentPhysics.cpp |
UFUNCTION (BlueprintCallable, Category="Physics", Meta=(UnsafeDuringActorConstruction="true"))
virtual void AddAngularImpulseInRadians
(
FVector Impulse,
FName BoneName,
bool bVelChange
)
Remarks
Add an angular impulse to a single rigid body. Good for one time instant burst.
Parameters
| Name | Description |
|---|---|
| AngularImpulse | Magnitude and direction of impulse to apply. Direction is axis of rotation. |
| BoneName | If a SkeletalMeshComponent, name of body to apply angular impulse to. 'None' indicates root body. |
| bVelChange | If true, the Strength is taken as a change in angular velocity instead of an impulse (ie. mass will have no effect). |