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API > API/Plugins > API/Plugins/ControlRigDynamics
Spawns a new dynamics collider as a component on the owner element. These colliders track the input pose, but do not track the simulated pose - so don't expect good results if you enable collisions between particles and colliders that are attached to bones that are themselves simulated. Note: This node only runs as part of the construction event.
| Name | FRigUnit_SpawnDynamicsCollider |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/ControlRigDynamics/Source/ControlRigDynamics/Public/RigDynamicsColliderExecution.h |
| Include Path | #include "RigDynamicsColliderExecution.h" |
Syntax
USTRUCT (
Meta=(DisplayName="Spawn Dynamics Collider", Keywords="Add,Construction,Create,New,Shape,Collision", Varying))
struct FRigUnit_SpawnDynamicsCollider : public FRigUnit_DynamicsBaseMutable
Inheritance Hierarchy
- FRigVMStruct → FRigUnit → FRigUnitMutable → FRigUnit_DynamicsBaseMutable → FRigUnit_SpawnDynamicsCollider
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ColliderComponentName | FName | The name to give the new collider component. | RigDynamicsColliderExecution.h |
|
| DynamicsColliderComponentKey | FRigComponentKey | The Dynamics Collider component key that was created. | RigDynamicsColliderExecution.h |
|
| DynamicsSolverComponentKey | FRigComponentKey | Optional solver - if set (and valid), it will be added to this solver component. | RigDynamicsColliderExecution.h |
|
| Owner | FRigElementKey | The owner of the newly created component (must be set/valid) | RigDynamicsColliderExecution.h |
|
| Shapes | FRigDynamicsShapeCollection | The collider shapes. | RigDynamicsColliderExecution.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
RIGVM_METHOD() |
RigDynamicsColliderExecution.h |