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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 AddTorqueInRadians
(
FVector Torque,
FName BoneName,
bool bAccelChange
)
Remarks
Add a torque to a single rigid body.
Parameters
| Name | Description |
|---|---|
| Torque | Torque to apply. Direction is axis of rotation and magnitude is strength of torque. |
| BoneName | If a SkeletalMeshComponent, name of body to apply torque to. 'None' indicates root body. |
| bAccelChange | If true, Torque is taken as a change in angular acceleration instead of a physical torque (i.e. mass will have no effect). |