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API > API/Runtime > API/Runtime/Engine
| Name | UPhysicalAnimationComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/PhysicsEngine/PhysicalAnimationComponent.h |
| Include Path | #include "PhysicsEngine/PhysicalAnimationComponent.h" |
Syntax
UCLASS (Meta=(BlueprintSpawnableComponent), ClassGroup=Physics, Experimental, MinimalAPI)
class UPhysicalAnimationComponent : public UActorComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UPhysicalAnimationComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPhysicalAnimationComponent
(
const FObjectInitializer& ObjectInitializer |
PhysicsEngine/PhysicalAnimationComponent.h |
Structs
| Name | Remarks |
|---|---|
| FPhysicalAnimationInstanceData |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| PhysicalAnimationProfile | const FConstraintProfileProperties | PhysicsEngine/PhysicalAnimationComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| StrengthMultiplyer | float | Multiplies the strength of any active motors. (can blend from 0-1 for example) | PhysicsEngine/PhysicalAnimationComponent.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bPhysicsEngineNeedsUpdating | bool | PhysicsEngine/PhysicalAnimationComponent.h | ||
| DriveData | TArray< FPhysicalAnimationData > | PhysicsEngine/PhysicalAnimationComponent.h | ||
| OnTeleportDelegateHandle | FDelegateHandle | PhysicsEngine/PhysicalAnimationComponent.h | ||
| RuntimeInstanceData | TArray< FPhysicalAnimationInstanceData > | Constraints used to apply the drive data | PhysicsEngine/PhysicalAnimationComponent.h | |
| SkeletalMeshComponent | TObjectPtr< USkeletalMeshComponent > | PhysicsEngine/PhysicalAnimationComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Applies the physical animation profile to the body given and all bodies below. | PhysicsEngine/PhysicalAnimationComponent.h |
|
|
void ApplyPhysicalAnimationSettings
(
FName BodyName, |
Applies the physical animation settings to the body given. | PhysicsEngine/PhysicalAnimationComponent.h |
|
void ApplyPhysicalAnimationSettingsBelow
(
FName BodyName, |
Applies the physical animation settings to the body given and all bodies below. | PhysicsEngine/PhysicalAnimationComponent.h |
|
void DebugDraw
(
FPrimitiveDrawInterface* PDI |
PhysicsEngine/PhysicalAnimationComponent.h | ||
FTransform GetBodyTargetTransform
(
FName BodyName |
Returns the target transform for the given body. | PhysicsEngine/PhysicalAnimationComponent.h |
|
USkeletalMeshComponent * GetSkeletalMesh() |
PhysicsEngine/PhysicalAnimationComponent.h | ||
void SetSkeletalMeshComponent
(
USkeletalMeshComponent* InSkeletalMeshComponent |
Sets the skeletal mesh we are driving through physical animation. | PhysicsEngine/PhysicalAnimationComponent.h |
|
void SetStrengthMultiplyer
(
float InStrengthMultiplyer |
Updates strength multiplyer and any active motors | PhysicsEngine/PhysicalAnimationComponent.h |
|
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void InitializeComponent () |
Initializes the component. | PhysicsEngine/PhysicalAnimationComponent.h | |
virtual void TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. | PhysicsEngine/PhysicalAnimationComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
PhysicsEngine/PhysicalAnimationComponent.h |