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API > API/Plugins > API/Plugins/ControlRigPhysics
A component that can be added to a joint/element that defines how a physical body can be "attached" to it. The body supports dynamic movement, collision, and a physics joint with this body's parent in the hierarchy.
| Name | FRigPhysicsBodyComponent |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/ControlRigPhysics/Source/ControlRigPhysics/Public/RigPhysicsBodyComponent.h |
| Include Path | #include "RigPhysicsBodyComponent.h" |
Syntax
USTRUCT (BlueprintType )
struct FRigPhysicsBodyComponent : public FRigBaseComponent
Inheritance Hierarchy
- FRigBaseComponent → FRigPhysicsBodyComponent
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AngularVelocity | FVector | RigPhysicsBodyComponent.h | ||
| BodyData | FPhysicsControlModifierData | Properties that can and will likely be modified at runtime. | RigPhysicsBodyComponent.h |
|
| Collision | FRigPhysicsCollision | Collision properties that should only be set during the control rig construction event, before the body is instantiated | RigPhysicsBodyComponent.h |
|
| CoMTransform | FTransform | RigPhysicsBodyComponent.h | ||
| Dynamics | FRigPhysicsDynamics | Dynamics properties that should only be set during the control rig construction event, before the body is instantiated | RigPhysicsBodyComponent.h |
|
| ForceAndTorques | TArray< FPhysicsControlNamedForceAndTorqueData > | Forces (etc) that should be applied and then cleared at the next solver step. | RigPhysicsBodyComponent.h | |
| KinematicTarget | FTransform | The target for when this body is kinematic. | RigPhysicsBodyComponent.h |
|
| LinearVelocity | FVector | RigPhysicsBodyComponent.h | ||
| NoCollisionBodies | TArray< FRigComponentKey > | A list of body components with which we should not collide. | RigPhysicsBodyComponent.h |
|
| Transform | FTransform | Internal/runtime state, in component space. | RigPhysicsBodyComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AutoCalculateCollision
(
URigHierarchy* Hierarchy, |
Removes any existing collision, and replaces it with a shape calculated from the joint positions (if possible). | RigPhysicsBodyComponent.h | |
DECLARE_RIG_COMPONENT_METHODS
(
FRigPhysicsBodyComponent |
Simulation/solver properties that should only be set during the control rig construction event, before the body is instantiated | RigPhysicsBodyComponent.h |
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FName GetDefaultComponentName() |
RigPhysicsBodyComponent.h | ||
virtual const FSlateIcon & GetIconForUI() |
RigPhysicsBodyComponent.h | ||
virtual void Load
(
FArchive& Ar |
RigPhysicsBodyComponent.h | ||
virtual void OnAddedToHierarchy
(
URigHierarchy* InHierarchy, |
RigPhysicsBodyComponent.h | ||
virtual void OnRigHierarchyKeyChanged
(
const FRigHierarchyKey& InOldKey, |
RigPhysicsBodyComponent.h | ||
virtual void Save
(
FArchive& Ar |
RigPhysicsBodyComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FName GetDefaultName() |
RigPhysicsBodyComponent.h |