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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components > API/Runtime/Engine/Components/UPrimitiveComponent
- UPrimitiveComponent::AddRadialForce()
- USkeletalMeshComponent::AddRadialForce()
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 AddRadialForce
(
FVector Origin,
float Radius,
float Strength,
enum ERadialImpulseFalloff Falloff,
bool bAccelChange
)
Remarks
Add a force to all bodies in this component, originating from the supplied world-space location.
Parameters
| Name | Description |
|---|---|
| Origin | Origin of force in world space. |
| Radius | Radius within which to apply the force. |
| Strength | Strength of force to apply. |
| Falloff | Allows you to control the strength of the force as a function of distance from Origin. |
| bAccelChange | If true, Strength is taken as a change in acceleration instead of a physical force (i.e. mass will have no effect). |