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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components > API/Runtime/Engine/Components/USkeletalMeshComponent
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h |
| Include | #include "Components/SkeletalMeshComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/SkeletalMeshComponentPhysics.cpp |
virtual void AddForceToAllBodiesBelow
&40;
FVector Force,
FName BoneName,
bool bAccelChange,
bool bIncludeSelf
&41;
Remarks
Add a force to all rigid bodies below. This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.
Parameters
| Name | Description |
|---|---|
| Force | Force vector to apply. Magnitude indicates strength of force. |
| BoneName | If a SkeletalMeshComponent, name of body to apply force to. 'None' indicates root body. |
| bAccelChange | If true, Force is taken as a change in acceleration instead of a physical force (i.e. mass will have no effect). |
| bIncludeSelf | If false, Force is only applied to bodies below but not given bone name. |