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Unreal Engine C++ API Reference > Runtime > Engine > PhysicsEngine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- UPhysicsHandleComponent
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/PhysicsEngine/PhysicsHandleComponent.h |
Include | #include "PhysicsEngine/PhysicsHandleComponent.h" |
Syntax
class UPhysicsHandleComponent : public UActorComponent
Remarks
Utility object for moving physics objects around.
Variables
Type | Name | Description | |
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float | AngularDamping | Angular damping of the handle spring |
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float | AngularStiffness | Angular stiffness of the handle spring |
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uint32: 1 | bInterpolateTarget | |
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bool | bPendingConstraint | |
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uint32: 1 | bRotationConstrained | Are we currently constraining the rotation of the grabbed object. |
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uint32: 1 | bSoftAngularConstraint | |
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uint32: 1 | bSoftLinearConstraint | |
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FPhysicsConstraintHandle | ConstraintHandle | |
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FConstraintInstance | ConstraintInstance | |
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FVector | ConstraintLocalPosition | |
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FRotator | ConstraintLocalRotation | |
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FTransform | CurrentTransform | Current transform |
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FName | GrabbedBoneName | Name of bone, if we are grabbing a skeletal component |
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TObjectPtr< class UPrimitiveComponent > | GrabbedComponent | Component we are currently holding |
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FPhysicsActorHandle | GrabbedHandle | |
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float | InterpolationSpeed | How quickly we interpolate the physics target transform |
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FPhysicsActorHandle | KinematicHandle | |
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float | LinearDamping | Linear damping of the handle spring. |
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float | LinearStiffness | Linear stiffness of the handle spring |
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FPhysicsUserData | PhysicsUserData | |
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FTransform | PreviousTransform | |
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FTransform | TargetTransform | Target transform |
Constructors
Type | Name | Description | |
---|---|---|---|
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UPhysicsHandleComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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UPrimitiveComponent * | Returns the currently grabbed component, or null if nothing is grabbed. | |
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void | GetTargetLocationAndRotation
(
FVector& TargetLocation, |
Get the current location and rotation |
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void | GrabComponentAtLocation
(
UPrimitiveComponent* Component, |
Grab the specified component at a given location. |
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void | GrabComponentAtLocationWithRotation
(
UPrimitiveComponent* Component, |
Grab the specified component at a given location and rotation. Constrains rotation. |
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void | GrabComponentImp
(
UPrimitiveComponent* Component, |
|
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void | Release the currently held component | |
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void | SetAngularDamping
(
float NewAngularDamping |
Set angular damping |
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void | SetAngularStiffness
(
float NewAngularStiffness |
Set angular stiffness |
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void | SetInterpolationSpeed
(
float NewInterpolationSpeed |
Set interpolation speed |
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void | SetLinearDamping
(
float NewLinearDamping |
Set linear damping |
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void | SetLinearStiffness
(
float NewLinearStiffness |
Set linear stiffness |
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void | SetTargetLocation
(
FVector NewLocation |
Set the target location |
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void | SetTargetLocationAndRotation
(
FVector NewLocation, |
Set target location and rotation |
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void | SetTargetRotation
(
FRotator NewRotation |
Set the target rotation |
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void | Update the underlying constraint drive settings from the params in this component | |
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void | UpdateHandleTransform
(
const FTransform& NewTransform |
Move the kinematic handle to the specified |
Overridden from UActorComponent
Type | Name | Description | |
---|---|---|---|
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void | OnUnregister () |
Called when a component is unregistered. |
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void | TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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void | GrabComponent
(
UPrimitiveComponent* Component, |
Please use GrabComponentAtLocation or GrabComponentAtLocationWithRotation |