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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components > API/Runtime/Engine/Components/UPrimitiveComponent
- UPrimitiveComponent::GetBodyInstance()
- UDestructibleComponent::GetBodyInstance()
- UClusterUnionComponent::GetBodyInstance()
- UInstancedStaticMeshComponent::GetBodyInstance()
- UGeometryCollectionComponent::GetBodyInstance()
- UParticleSystemComponent::GetBodyInstance()
- USkeletalMeshComponent::GetBodyInstance()
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 |
virtual FBodyInstance &42; GetBodyInstance
&40;
FName BoneName,
bool bGetWelded,
int32 Index
&41; const
Remarks
Returns BodyInstance of the component. Returns the BodyInstance based on various states (does component have multiple bodies? Is the body welded to another body?)
Parameters
| Name | Description |
|---|---|
| BoneName | Used to get body associated with specific bone. NAME_None automatically gets the root most body |
| bGetWelded | If the component has been welded to another component and bGetWelded is true we return the single welded BodyInstance that is used in the simulation |
| Index | Index used in Components with multiple body instances |