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If true, then kinematic objects will be written back from simulation to the bones. This only necessary when either kinematic targets are being used, or when the target bone differs from the source bone.
| Name | FRigUnit_HierarchySetPhysicsBodyUpdateKinematicFromSimulation |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/ControlRigPhysics/Source/ControlRigPhysics/Public/RigPhysicsBodyExecution.h |
| Include Path | #include "RigPhysicsBodyExecution.h" |
Syntax
USTRUCT (Meta=(DisplayName="Set Physics Body Update Kinematic From Simulation", Varying))
struct FRigUnit_HierarchySetPhysicsBodyUpdateKinematicFromSimulation : public FRigUnit_PhysicsBaseMutable
Inheritance Hierarchy
- FRigVMStruct → FRigUnit → FRigUnitMutable → FRigUnit_PhysicsBaseMutable → FRigUnit_HierarchySetPhysicsBodyUpdateKinematicFromSimulation
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRigUnit_HierarchySetPhysicsBodyUpdateKinematicFromSimulation() |
RigPhysicsBodyExecution.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bUpdateKinematicFromSimulation | bool | When bodies are written back from simulation, if this is set to false, there is a small performance benefit to skipping bodies that are known to be kinematic, and when they are set to just track the input animation. | RigPhysicsBodyExecution.h |
|
| PhysicsBodyComponentKey | FRigComponentKey | The Physics Body to be updated. | RigPhysicsBodyExecution.h |
|
Functions
Public
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Execute() |
RigPhysicsBodyExecution.h |