Navigation
API > API/Runtime > API/Runtime/Engine
Utility object for moving physics objects around.
| Name | UPhysicsHandleComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/PhysicsEngine/PhysicsHandleComponent.h |
| Include Path | #include "PhysicsEngine/PhysicsHandleComponent.h" |
Syntax
UCLASS (CollapseCategories, ClassGroup=Physics, HideCategories=Object,
Meta=(BlueprintSpawnableComponent), MinimalAPI)
class UPhysicsHandleComponent : public UActorComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UPhysicsHandleComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPhysicsHandleComponent
(
const FObjectInitializer& ObjectInitializer |
PhysicsEngine/PhysicsHandleComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AngularDamping | float | Angular damping of the handle spring | PhysicsEngine/PhysicsHandleComponent.h |
|
| AngularStiffness | float | Angular stiffness of the handle spring | PhysicsEngine/PhysicsHandleComponent.h |
|
| bInterpolateTarget | uint32 | PhysicsEngine/PhysicsHandleComponent.h |
|
|
| bRotationConstrained | uint32 | Are we currently constraining the rotation of the grabbed object. | PhysicsEngine/PhysicsHandleComponent.h | |
| bSoftAngularConstraint | uint32 | PhysicsEngine/PhysicsHandleComponent.h |
|
|
| bSoftLinearConstraint | uint32 | PhysicsEngine/PhysicsHandleComponent.h |
|
|
| CurrentTransform | FTransform | Current transform | PhysicsEngine/PhysicsHandleComponent.h | |
| GrabbedBoneName | FName | Name of bone, if we are grabbing a skeletal component | PhysicsEngine/PhysicsHandleComponent.h | |
| GrabbedComponent | TObjectPtr< class UPrimitiveComponent > | Component we are currently holding | PhysicsEngine/PhysicsHandleComponent.h | |
| InterpolationSpeed | float | How quickly we interpolate the physics target transform | PhysicsEngine/PhysicsHandleComponent.h |
|
| LinearDamping | float | Linear damping of the handle spring. | PhysicsEngine/PhysicsHandleComponent.h |
|
| LinearStiffness | float | Linear stiffness of the handle spring | PhysicsEngine/PhysicsHandleComponent.h |
|
| TargetTransform | FTransform | Target transform | PhysicsEngine/PhysicsHandleComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPrimitiveComponent * GetGrabbedComponent() |
Returns the currently grabbed component, or null if nothing is grabbed. | PhysicsEngine/PhysicsHandleComponent.h |
|
void GetTargetLocationAndRotation
(
FVector& TargetLocation, |
Get the current location and rotation | PhysicsEngine/PhysicsHandleComponent.h |
|
virtual void GrabComponent
(
UPrimitiveComponent* Component, |
Grab the specified component | PhysicsEngine/PhysicsHandleComponent.h |
|
void GrabComponentAtLocation
(
UPrimitiveComponent* Component, |
Grab the specified component at a given location. | PhysicsEngine/PhysicsHandleComponent.h |
|
void GrabComponentAtLocationWithRotation
(
UPrimitiveComponent* Component, |
Grab the specified component at a given location and rotation. Constrains rotation. | PhysicsEngine/PhysicsHandleComponent.h |
|
virtual void ReleaseComponent() |
Release the currently held component | PhysicsEngine/PhysicsHandleComponent.h |
|
void SetAngularDamping
(
float NewAngularDamping |
Set angular damping | PhysicsEngine/PhysicsHandleComponent.h |
|
void SetAngularStiffness
(
float NewAngularStiffness |
Set angular stiffness | PhysicsEngine/PhysicsHandleComponent.h |
|
void SetInterpolationSpeed
(
float NewInterpolationSpeed |
Set interpolation speed | PhysicsEngine/PhysicsHandleComponent.h |
|
void SetLinearDamping
(
float NewLinearDamping |
Set linear damping | PhysicsEngine/PhysicsHandleComponent.h |
|
void SetLinearStiffness
(
float NewLinearStiffness |
Set linear stiffness | PhysicsEngine/PhysicsHandleComponent.h |
|
void SetTargetLocation
(
FVector NewLocation |
Set the target location | PhysicsEngine/PhysicsHandleComponent.h |
|
void SetTargetLocationAndRotation
(
FVector NewLocation, |
Set target location and rotation | PhysicsEngine/PhysicsHandleComponent.h |
|
void SetTargetRotation
(
FRotator NewRotation |
Set the target rotation | PhysicsEngine/PhysicsHandleComponent.h |
|
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GrabComponentImp
(
UPrimitiveComponent* Component, |
PhysicsEngine/PhysicsHandleComponent.h | ||
virtual void UpdateDriveSettings() |
Update the underlying constraint drive settings from the params in this component | PhysicsEngine/PhysicsHandleComponent.h | |
virtual void UpdateHandleTransform
(
const FTransform& NewTransform |
Move the kinematic handle to the specified | PhysicsEngine/PhysicsHandleComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnUnregister () |
Called when a component is unregistered. | PhysicsEngine/PhysicsHandleComponent.h | |
virtual void TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. | PhysicsEngine/PhysicsHandleComponent.h |