Navigation
Unreal Engine C++ API Reference > Runtime > PhysicsCore
Inheritance Hierarchy
- FBodyInstanceCore
- FBodyInstance
References
Module | PhysicsCore |
Header | /Engine/Source/Runtime/PhysicsCore/Public/BodyInstanceCore.h |
Include | #include "BodyInstanceCore.h" |
Syntax
struct FBodyInstanceCore
Variables
Type | Name | Description | |
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uint8: 1 | bAutoWeld | If true and is attached to a parent, the two bodies will be joined into a single rigid body. |
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uint8: 1 | bDirtyMassProps | Indicates mass props need to be recomputed when switching from kinematic to simulated |
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uint8: 1 | bEnableGravity | If object should have the force of gravity applied |
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uint8: 1 | bGenerateWakeEvents | Should 'wake/sleep' events fire when this object is woken up or put to sleep by the physics simulation. |
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TWeakObjectPtr< UBodySetupCore > | BodySetup | BodySetupCore pointer that this instance is initialized from |
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uint8: 1 | bOverrideMass | If true, mass will not be automatically computed and you must set it directly |
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uint8: 1 | bSimulatePhysics | If true, this body will use simulation. |
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uint8: 1 | bStartAwake | If object should start awake, or if it should initially be sleeping |
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uint8: 1 | bUpdateKinematicFromSimulation | 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. |
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uint8: 1 | bUpdateMassWhenScaleChanges | If true, it will update mass when scale change |
Constructors
Type | Name | Description | |
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Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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bool | Should Simulate Physics |