| BoneName |
FName |
Used in the PhysicsAsset case. Associates this Body with Bone in a skeletal mesh. |
BodySetupCore.h |
- Category=BodySetup
- VisibleAnywhere
|
| CollisionReponse |
TEnumAsByte< enum EBodyCollisionResponse::Type > |
Collision Type for this body. This eventually changes response to collision to others |
BodySetupCore.h |
- EditAnywhere
- Category=Collision
|
| CollisionTraceFlag |
TEnumAsByte< enum ECollisionTraceFlag > |
Collision Trace behavior - by default, it will keep simple(convex)/complex(per-poly) separate |
BodySetupCore.h |
- EditAnywhere
- Category=Collision
- Meta=(DisplayName="Collision Complexity")
|
| 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 |
- EditAnywhere
- Category=Physics
|