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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/PhysicsEngine > API/Runtime/Engine/PhysicsEngine/FBodyInstance
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/PhysicsEngine/BodyInstance.h |
| Include | #include "PhysicsEngine/BodyInstance.h" |
| Source | /Engine/Source/Runtime/Engine/Private/PhysicsEngine/BodyInstance.cpp |
static void ApplyMaterialToShape_AssumesLocked
&40;
const FPhysicsShapeHandle & InShape,
UPhysicalMaterial &42; SimplePhysMat,
const TArrayView< UPhysicalMaterial &42; > & ComplexPhysMats,
const TArrayView< FPhysicalMaterialMaskParams > &42; ComplexPhysMatMasks
&41;
Remarks
Apply a material directly to the passed in shape. Note this function is very advanced and requires knowledge of shape sharing as well as threading. Note: assumes the appropriate locks have been obtained
Parameters
| Name | Description |
|---|---|
| PShape | The shape we are applying the material to |
| SimplePhysMat | The material to use if a simple shape is provided (or complex materials are empty) |
| ComplexPhysMats | The array of materials to apply if a complex shape is provided |