| bAutoWeld |
uint8 |
If true and is attached to a parent, the two bodies will be joined into a single rigid body. |
BodyInstanceCore.h |
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| bDirtyMassProps |
uint8 |
Indicates mass props need to be recomputed when switching from kinematic to simulated |
BodyInstanceCore.h |
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| bEnableGravity |
uint8 |
If object should have the force of gravity applied |
BodyInstanceCore.h |
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| bGenerateWakeEvents |
uint8 |
Should 'wake/sleep' events fire when this object is woken up or put to sleep by the physics simulation. |
BodyInstanceCore.h |
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| bGyroscopicTorqueEnabled |
uint8 |
Enabled/disables whether this body is affected by gyroscopic torque, mainly useful for long/thin objects that spin |
BodyInstanceCore.h |
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| BodySetup |
TWeakObjectPtr< UBodySetupCore > |
BodySetupCore pointer that this instance is initialized from |
BodyInstanceCore.h |
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| bOverrideMass |
uint8 |
If true, mass will not be automatically computed and you must set it directly |
BodyInstanceCore.h |
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| bSimulatePhysics |
uint8 |
If true, this body will use simulation. |
BodyInstanceCore.h |
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| bStartAwake |
uint8 |
If object should start awake, or if it should initially be sleeping |
BodyInstanceCore.h |
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| bUpdateKinematicFromSimulation |
uint8 |
When kinematic, whether the actor transform should be updated as a result of movement in the simulation, rather than immediately whenever a target transform is set. |
BodyInstanceCore.h |
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| bUpdateMassWhenScaleChanges |
uint8 |
If true, it will update mass when scale change |
BodyInstanceCore.h |
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