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Sets what bone is used as a source transform for the physics body. This is used as a kinematic target, and when initializing the simulation. Note: Although this can be changed after physics instantiation, doing so will produce a one-frame velocity spike because the source velocity is computed from the difference between the previous frame's source bone position and the new source bone position, which may produce undesirable simulation behaviour (including tripping the auto-reset thresholds).
| Name | FRigUnit_HierarchySetPhysicsBodySourceBone |
| 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 Source Bone", Varying))
struct FRigUnit_HierarchySetPhysicsBodySourceBone : public FRigUnit_PhysicsBaseMutable
Inheritance Hierarchy
- FRigVMStruct → FRigUnit → FRigUnitMutable → FRigUnit_PhysicsBaseMutable → FRigUnit_HierarchySetPhysicsBodySourceBone
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRigUnit_HierarchySetPhysicsBodySourceBone() |
RigPhysicsBodyExecution.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| PhysicsBodyComponentKey | FRigComponentKey | The Physics Body to be updated. | RigPhysicsBodyExecution.h |
|
| SourceBone | FRigElementKey | The bone to use as a source transform (kinematic target, and initialization) for the Physics Body. | RigPhysicsBodyExecution.h |
|
Functions
Public
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Execute() |
RigPhysicsBodyExecution.h |