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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UPhysicsObjectBlueprintLibrary
Description
Apply a physics radial impulse with an optional strain on a specific component Effect is applied within a sphere. When using linear falloff the effect will be minimum at the outer edge of the sphere and maximum at its center
| Name | ApplyRadialImpulse |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/PhysicsEngine/PhysicsObjectBlueprintLibrary.h |
| Include Path | #include "PhysicsEngine/PhysicsObjectBlueprintLibrary.h" |
| Source | /Engine/Source/Runtime/Engine/Private/PhysicsEngine/PhysicsObjectBlueprintLibrary.cpp |
static void ApplyRadialImpulse
(
UPrimitiveComponent * Component,
FVector Origin,
float Radius,
float Strength,
enum ERadialImpulseFalloff Falloff,
bool bApplyStrain,
float Strain,
bool bVelChange,
float MinValue,
float MaxValue
)
Parameters
| Name | Remarks |
|---|---|
| Component | Primitive component to apply the impulse / strain on |
| Origin | Positition of the origin of the radial effect in world space |
| Radius | Radius of the radial effect ( beyond the radius, impulse will not be applied ) |
| Strength | Strength of the impulse to apply ( Unit : (Kg * m / s) or ( m /s ) if bVelChange is true |
| FallOff | Type of falloff to use ( constant, linear ) |
| bApplyStrain | Whether or not to apply strain on top of the impulse ( for destructible objects ) |
| Strain | If bApplyStrain is true, Strain to apply to the physics particles ( for destructible objects ) |
| bVelChange | If true, impulse Strength parameter is interpretation as a change of velocity |
| MinValue | When using linear falloff, this define the falloff value at the outer edge of the sphere |
| MaxValue | When using linear falloff, this define the falloff value at the center of the sphere |