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API > API/Runtime > API/Runtime/PhysicsCore
| Name | UBodySetupCore |
| Type | class |
| Header File | /Engine/Source/Runtime/PhysicsCore/Public/BodySetupCore.h |
| Include Path | #include "BodySetupCore.h" |
Syntax
UCLASS (CollapseCategories, MinimalAPI)
class UBodySetupCore : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBodySetupCore
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBodySetupCore
(
const FObjectInitializer& ObjectInitializer |
BodySetupCore.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BoneName | FName | Used in the PhysicsAsset case. Associates this Body with Bone in a skeletal mesh. | BodySetupCore.h |
|
| CollisionReponse | TEnumAsByte< enum EBodyCollisionResponse::Type > | Collision Type for this body. This eventually changes response to collision to others | BodySetupCore.h |
|
| CollisionTraceFlag | TEnumAsByte< enum ECollisionTraceFlag > | Collision Trace behavior - by default, it will keep simple(convex)/complex(per-poly) separate | BodySetupCore.h |
|
| PhysicsType | TEnumAsByte< EPhysicsType > | If simulated it will use physics, if kinematic it will not be affected by physics, but can interact with physically simulated bodies. | BodySetupCore.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TEnumAsByte< enum ECollisionTraceFlag > GetCollisionTraceFlag() |
BodySetupCore.h |