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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/USkeletalMeshComponent
Description
Add a force to all rigid bodies below. This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.
| Name | AddForceToAllBodiesBelow |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h |
| Include Path | #include "Components/SkeletalMeshComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/SkeletalMeshComponentPhysics.cpp |
UFUNCTION (BlueprintCallable, Category="Physics")
virtual void AddForceToAllBodiesBelow
(
FVector Force,
FName BoneName,
bool bAccelChange,
bool bIncludeSelf
)
Parameters
| Name | Remarks |
|---|---|
| Force | Force vector to apply. Magnitude indicates strength of force. |
| BoneName | If a SkeletalMeshComponent, name of body to apply force to. 'None' indicates root body. |
| bAccelChange | If true, Force is taken as a change in acceleration instead of a physical force (i.e. mass will have no effect). |
| bIncludeSelf | If false, Force is only applied to bodies below but not given bone name. |