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