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API > API/Plugins > API/Plugins/ControlRigPhysics
Creates multiple physics components based on the supplied physics asset. Note that the resulting simulation bodies may not precisely match the physics asset. Note: This node only runs during the construction event (before physics instantiation, after which this data is frozen).
| Name | FRigUnit_HierarchyInstantiateFromPhysicsAsset |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/ControlRigPhysics/Source/ControlRigPhysics/Public/RigPhysicsExecution.h |
| Include Path | #include "RigPhysicsExecution.h" |
Syntax
USTRUCT (
Meta=(DisplayName="Instantiate From Physics Asset", Keywords="Construction,Create,New", Varying))
struct FRigUnit_HierarchyInstantiateFromPhysicsAsset : public FRigUnit_PhysicsBaseMutable
Inheritance Hierarchy
- FRigVMStruct → FRigUnit → FRigUnitMutable → FRigUnit_PhysicsBaseMutable → FRigUnit_HierarchyInstantiateFromPhysicsAsset
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRigUnit_HierarchyInstantiateFromPhysicsAsset() |
RigPhysicsExecution.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAddParentSpaceControl | bool | Whether to create a parent-space control for each body that was created. | RigPhysicsExecution.h |
|
| bAddSimSpaceControl | bool | Whether to create a simulation-space control for each body that was created. | RigPhysicsExecution.h |
|
| bEnableDrives | bool | Whether to enable the drives authored in the physics asset. | RigPhysicsExecution.h |
|
| bEnableJoints | bool | Whether to enable the joints authored in the physics asset. | RigPhysicsExecution.h |
|
| bMakeHelperBodies | bool | If true, and BonesToUse/BoneMask is being used to create a subset of the physics asset, then helper bodies will be created when needed: Kinematic bodies on bones that are connected by a physics joint to those in BonesToUse/BoneMask. | RigPhysicsExecution.h |
|
| BonesToUse | TArray< FRigElementKey > | If this is empty, then all bodies in the physics asset that match a bone in the hierarchy 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 |
|
| ConstraintProfileName | FName | Name of the constraint profile to use. If empty (or invalid), the default profile will be used. | RigPhysicsExecution.h |
|
| ParentSpaceControlComponentKeys | TArray< FRigComponentKey > | The parent-space Physics Control component keys that were created. | RigPhysicsExecution.h |
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| ParentSpaceControlData | FPhysicsControlData | Data for the parent space control. | RigPhysicsExecution.h |
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| PhysicsAsset | TObjectPtr< UPhysicsAsset > | The Physics Asset to instantiate from. | RigPhysicsExecution.h |
|
| PhysicsBodyComponentKeys | TArray< FRigComponentKey > | The Physics Body component keys that were created. | RigPhysicsExecution.h |
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| PhysicsJointComponentKeys | TArray< FRigComponentKey > | The Physics Joint component keys that were created. | RigPhysicsExecution.h |
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| 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 |
|
| SimSpaceControlComponentKeys | TArray< FRigComponentKey > | The simulation-space Physics Control component keys that were created. | RigPhysicsExecution.h |
|
| SimSpaceControlData | FPhysicsControlData | Data for the simulation space control. | RigPhysicsExecution.h |
|
Functions
Public
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Execute() |
RigPhysicsExecution.h |