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API > API/Plugins > API/Plugins/ControlRigPhysics
Imports/creates bones from the physics asset and creates collision for them. The bones will lose their hierarchy and be placed under the specified parent - ready to be moved around. Note: This node only runs during the construction event (before physics instantiation, after which this data is frozen).
| Name | FRigUnit_HierarchyImportCollisionFromPhysicsAsset |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/ControlRigPhysics/Source/ControlRigPhysics/Public/RigPhysicsExecution.h |
| Include Path | #include "RigPhysicsExecution.h" |
Syntax
USTRUCT (
Meta=(DisplayName="Import Collision From Physics Asset", Keywords="Construction,Create,New", Varying))
struct FRigUnit_HierarchyImportCollisionFromPhysicsAsset : public FRigUnit_PhysicsBaseMutable
Inheritance Hierarchy
- FRigVMStruct → FRigUnit → FRigUnitMutable → FRigUnit_PhysicsBaseMutable → FRigUnit_HierarchyImportCollisionFromPhysicsAsset
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRigUnit_HierarchyImportCollisionFromPhysicsAsset() |
RigPhysicsExecution.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BoneKeys | TArray< FRigElementKey > | The element keys of the bones that were created to own the physics bodies. | RigPhysicsExecution.h |
|
| BonesToUse | TArray< FName > | If this is empty, then all bones with bodies in the physics asset will be created. | RigPhysicsExecution.h |
|
| bUseAutomaticSolver | bool | If true (and the physics solver is not explicitly set), then this component will be added to any physics solver that exists above it in the hierarchy, if that solver allows automatically adding physics components. | RigPhysicsExecution.h |
|
| NameSpace | FName | Prefix to the bone names. | RigPhysicsExecution.h |
|
| Owner | FRigElementKey | Parent/owner for all the new bones. | RigPhysicsExecution.h |
|
| PhysicsAsset | TObjectPtr< UPhysicsAsset > | The physics asset to import collision from. | RigPhysicsExecution.h |
|
| PhysicsBodyComponentKeys | TArray< FRigComponentKey > | The Physics Body component keys that were created. | RigPhysicsExecution.h |
|
| PhysicsSolverComponentKey | FRigComponentKey | Note that setting the solver component, if known, has the benefit of avoiding the need to search for an automatic solver. | RigPhysicsExecution.h |
|
Functions
Public
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Execute() |
RigPhysicsExecution.h |