Unreal Engine Blueprint API Reference > Utilities > Struct
Adds a node that breaks a 'BodyInstance' into its member fields
Inputs
Type | Name | Description |
---|---|---|
struct | Body Instance |
Outputs
Type | Name | Description |
---|---|---|
enum | Sleep Family | The set of values used in considering when put this body to sleep. |
boolean | Use CCD | If true Continuous Collision Detection (CCD) will be used for this component |
boolean | Ignore Analytic Collisions | If true ignore analytic collisions and treat objects as a general implicit surface |
boolean | Simulation Generates Hit Events | Should 'Hit' events fire when this object collides during physics simulation. |
boolean | Smooth Edge Collisions | Remove unnecessary edge collisions to allow smooth sliding over surfaces composed of multiple actors/components.This is fairly expensive and should only be enabled on hero objects. |
boolean | Inertia Conditioning | @brief Enable automatic inertia conditioning to stabilize constraints.Inertia conitioning increases inertia when an object is long and thin and also when it has joints that are outside thecollision shapes of the body. Increasing the inertia reduces the amount of rotation applied at joints which helps stabilizejoint chains, especially when bodies are small. In principle you can get the same behaviour by setting the InertiaTensorScaleappropriately, but this takes some of the guesswork out of it.@note This only changes the inertia used in the low-level solver. That inertia is not visible to the BodyInstancewhich will still report the inertia calculated from the mass, shapes, and InertiaTensorScale.@note When enabled, the effective inertia depends on the joints attached to the body so the inertia will change whenjoints are added or removed (automatically - no user action required). |
byte | Position Solver Iteration Count | [PhysX Only] This physics body's solver iteration count for position. Increasing this will be more CPU intensive, but better stabilized. |
byte | Velocity Solver Iteration Count | [PhysX Only] This physics body's solver iteration count for velocity. Increasing this will be more CPU intensive, but better stabilized. |
real | Max Depenetration Velocity | [PhysX Only] The maximum velocity used to depenetrate this object |
real | Mass (Kg) | Mass of the body in KG. By default we compute this based on physical material and mass scale.@see bOverrideMass to set this directly |
real | Linear Damping | 'Drag' force added to reduce linear movement |
real | Angular Damping | 'Drag' force added to reduce angular movement |
vector | Center Of Mass Offset | User specified offset for the center of mass of this object, from the calculated location |
real | Mass Scale | Per-instance scaling of mass |
vector | Inertia Tensor Scale | Per-instance scaling of inertia (bigger number means it'll be harder to rotate) |
struct | Walkable Slope Override | Custom walkable slope override setting for this instance.@see GetWalkableSlopeOverride(), SetWalkableSlopeOverride() |
object | Phys Material Override | Allows you to override the PhysicalMaterial to use for simple collision on this body. |
real | Max Angular Velocity | The maximum angular velocity for this instance [degrees/s] |
real | Custom Sleep Threshold Multiplier | If the SleepFamily is set to custom, multiply the natural sleep threshold by this amount. A higher number will cause the body to sleep sooner. |
real | Stabilization Threshold Multiplier | Stabilization factor for this body if Physics stabilization is enabled. A higher number will cause more aggressive stabilization at the risk of loss of momentum at low speeds. A value of 0 will disable stabilization for this body. |
boolean | Simulate Physics | If true, this body will use simulation. If false, will be 'fixed' (ie kinematic) and move where it is told.For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset.For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset. |
boolean | Enable Gravity | If object should have the force of gravity applied |
boolean | Update Kinematic From Simulation | 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. |
boolean | Auto Weld | If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root |
boolean | Start Awake | If object should start awake, or if it should initially be sleeping |
boolean | Generate Wake Events | Should 'wake/sleep' events fire when this object is woken up or put to sleep by the physics simulation. |
boolean | Update Mass When Scale Changes | If true, it will update mass when scale change * |