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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/PhysicsEngine > API/Runtime/Engine/PhysicsEngine/UPhysicalAnimationComponent
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/PhysicsEngine/PhysicalAnimationComponent.h |
| Include | #include "PhysicsEngine/PhysicalAnimationComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/PhysicsEngine/PhysicalAnimationComponent.cpp |
void ApplyPhysicalAnimationProfileBelow
&40;
FName BodyName,
FName ProfileName,
bool bIncludeSelf,
bool bClearNotFound
&41;
Remarks
Applies the physical animation profile to the body given and all bodies below.
Parameters
| Name | Description |
|---|---|
| BodyName | The body from which we'd like to start applying the physical animation profile. Finds all bodies below in the skeleton hierarchy. None implies all bodies |
| ProfileName | The physical animation profile we'd like to apply. For each body in the physics asset we search for physical animation settings with this name. |
| bIncludeSelf | Whether to include the provided body name in the list of bodies we act on (useful to ignore for cases where a root has multiple children) |
| bClearNotFound | If true, bodies without the given profile name will have any existing physical animation settings cleared. If false, bodies without the given profile name are left untouched. |