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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components > API/Runtime/Engine/Components/UPrimitiveComponent
- UPrimitiveComponent::AddRadialImpulse()
- USkeletalMeshComponent::AddRadialImpulse()
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 AddRadialImpulse
(
FVector Origin,
float Radius,
float Strength,
enum ERadialImpulseFalloff Falloff,
bool bVelChange
)
Remarks
Add an impulse to all rigid bodies in this component, radiating out from the specified position.
Parameters
| Name | Description |
|---|---|
| Origin | Point of origin for the radial impulse blast, in world space |
| Radius | Size of radial impulse. Beyond this distance from Origin, there will be no affect. |
| Strength | Maximum strength of impulse applied to body. |
| Falloff | Allows you to control the strength of the impulse as a function of distance from Origin. |
| bVelChange | If true, the Strength is taken as a change in velocity instead of an impulse (ie. mass will have no effect). |