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Unreal Engine C++ API Reference > 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 |
void SetInstanceSimulatePhysics
&40;
bool bSimulate,
bool bMaintainPhysicsBlending,
bool bPreserveExistingAttachment
&41;
Remarks
Set this body to either simulate or to be fixed/kinematic.
Parameters
Name | Description |
---|---|
bMaintainPhysicsBlending | If true then the physics blend weight will not be adjusted. If false then it will get set to 0 or 1 depending on bSimulate. |
bPreserveExistingAttachments | If true then any existing attachment between the owning component and its parent will be preserved, even when switching to simulate (most likely useful for skeletal meshes that are parented to a moveable component). If false then the owning component will be detached from its parent if this is the root body and it is being set to simulate. |