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