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API > API/Plugins > API/Plugins/PhysicsControl
Asset for storing Physics Control Profiles. The asset will contain data that define:
- Controls and body modifiers to be created on a mesh
- Sets referencing those controls and body modifiers
- Full profiles containing settings for all the controls/modifiers
- Sparse profiles containing partial sets of settings for specific controls/modifiers
It will also be desirable to support "inheritance" - so a generic profile can be made, and then customized for certain characters or scenarios.
| Name | UPhysicsControlAsset |
| Type | class |
| Header File | /Engine/Plugins/Animation/PhysicsControl/Source/PhysicsControl/Public/PhysicsControlAsset.h |
| Include Path | #include "PhysicsControlAsset.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType)
class UPhysicsControlAsset :
public UObject ,
public IInterface_PreviewMeshProvider
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPhysicsControlAsset
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPhysicsControlAsset() |
PhysicsControlAsset.h |
Classes
| Name | Remarks |
|---|---|
| FOnControlAssetCompiled |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AdditionalControlsAndModifiers | FPhysicsControlAndBodyModifierCreationDatas | Additional controls and modifiers. | PhysicsControlAsset.h | |
| AdditionalProfileAssets | TArray< TSoftObjectPtr< UPhysicsControlAsset > > | Additional profile assets from which profiles (not the setup data, extra sets etc) will be added to this asset. | PhysicsControlAsset.h |
|
| AdditionalSets | FPhysicsControlSetUpdates | Additional control and body modifier sets. | PhysicsControlAsset.h | |
| bAutoCompileProfiles | bool | Whether editing the profiles will automatically compile. | PhysicsControlAsset.h |
|
| bAutoCompileSetup | bool | Whether editing the setup data will automatically compile. | PhysicsControlAsset.h |
|
| bAutoInvokeProfileAfterSetup | bool | Whether to automatically re-invoke the previously invoked profile after automatically running the setup. | PhysicsControlAsset.h |
|
| bAutoInvokeProfiles | bool | Whether to automatically invoke profiles that have been edited (and have auto-compiled) when simulating. | PhysicsControlAsset.h |
|
| bAutoReinitSetup | bool | Whether to automatically reinitialize following editing of setup data (when auto-compiling) when simulating. | PhysicsControlAsset.h |
|
| CharacterSetupData | FPhysicsControlCharacterSetupData | We can define controls in the form of limbs etc here. | PhysicsControlAsset.h | |
| InitialControlAndModifierUpdates | TArray< FPhysicsControlControlAndModifierUpdates > | Initial updates to apply immediately after controls and modifiers are created. | PhysicsControlAsset.h | |
| MyAdditionalControlsAndModifiers | FPhysicsControlAndBodyModifierCreationDatas | Additional controls and modifiers. | PhysicsControlAsset.h |
|
| MyAdditionalSets | FPhysicsControlSetUpdates | Additional control and body modifier sets. | PhysicsControlAsset.h |
|
| MyCharacterSetupData | FPhysicsControlCharacterSetupData | We can define controls in the form of limbs etc here. | PhysicsControlAsset.h |
|
| MyInitialControlAndModifierUpdates | TArray< FPhysicsControlControlAndModifierUpdates > | Initial updates to apply immediately after controls and modifiers are created. | PhysicsControlAsset.h |
|
| MyProfiles | TMap< FName, FPhysicsControlControlAndModifierUpdates > | The named profiles, which are essentially control and modifier updates. | PhysicsControlAsset.h |
|
| ParentAsset | TSoftObjectPtr< UPhysicsControlAsset > | A profile asset to inherit from (can be null). If set, we will just add/modify data in that. | PhysicsControlAsset.h |
|
| PhysicsAsset | TSoftObjectPtr< UPhysicsAsset > | The PhysicsAsset that this control asset is targeting. | PhysicsControlAsset.h |
|
| Profiles | TMap< FName, FPhysicsControlControlAndModifierUpdates > | The named profiles, which are essentially control and modifier updates. | PhysicsControlAsset.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Compile() |
Collapses inherited and authored profiles etc to make a profile asset that can be read without need for subsequent processing. | PhysicsControlAsset.h |
|
FPhysicsControlAndBodyModifierCreationDatas GetAdditionalControlsAndModifiers() |
Combines and returns data from our parent and ourself. | PhysicsControlAsset.h | |
FPhysicsControlSetUpdates GetAdditionalSets() |
Combines and returns data from our parent and ourself. | PhysicsControlAsset.h | |
FPhysicsControlCharacterSetupData GetCharacterSetupData() |
Combines and returns data from our parent and ourself. | PhysicsControlAsset.h | |
| Returns a list of all the profiles that need compilation. | PhysicsControlAsset.h |
|
|
TArray< FPhysicsControlControlAndModifierUpdates > GetInitialControlAndModifierUpdates() |
Combines and returns data from our parent and ourself. | PhysicsControlAsset.h | |
UPhysicsAsset * GetPhysicsAsset() |
This loads the asset if necessary. | PhysicsControlAsset.h | |
TMap< FName, FPhysicsControlControlAndModifierUpdates > GetProfiles() |
Combines and returns data from our parent and ourself. | PhysicsControlAsset.h | |
bool IsCompilationNeeded () |
Returns true if compilation would change any of our compiled data. | PhysicsControlAsset.h |
|
bool IsSetupDirty() |
Returns true if the setup data need compilation such that the controls etc need to be re-initialized. | PhysicsControlAsset.h |
|
FOnControlAssetCompiled & OnControlAssetCompiled() |
PhysicsControlAsset.h | ||
void SetPhysicsAsset
(
UPhysicsAsset* InPhysicsAsset |
PhysicsControlAsset.h | ||
void ShowCompiledData() |
Shows all the controls etc that would be made. | PhysicsControlAsset.h |
|
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual USkeletalMesh * GetPreviewMesh() |
PhysicsControlAsset.h | ||
virtual void SetPreviewMesh
(
USkeletalMesh* PreviewMesh, |
PhysicsControlAsset.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static const FName GetPreviewMeshPropertyName() |
PhysicsControlAsset.h |