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Cache used when creating physics body instances.
| Name | FBodyInstancePhysicsCreationInputs |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/PhysicsEngine/BodyInstance.h |
| Include Path | #include "PhysicsEngine/BodyInstance.h" |
Syntax
struct FBodyInstancePhysicsCreationInputs
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bResolvedComponentAwake | bool | PhysicsEngine/BodyInstance.h | ||
| OwnerComponentMapKey | UPrimitiveComponent * | Cached owner component pointer for use as a map key ONLY. | PhysicsEngine/BodyInstance.h | |
| ResolvedBodySetup | UBodySetup * | Cached body setup resolved on GT. | PhysicsEngine/BodyInstance.h | |
| ResolvedCollisionData | FBodyCollisionData | Pre-computed collision filter data (avoids OwnerComponent/SourceObject weak ptr access on worker thread) | PhysicsEngine/BodyInstance.h | |
| ResolvedComplexMasks | TArray< FPhysicalMaterialMaskParams > | PhysicsEngine/BodyInstance.h | ||
| ResolvedComplexMaterials | TArray< UPhysicalMaterial * > | Cached complex materials and masks. | PhysicsEngine/BodyInstance.h | |
| ResolvedInitialLinearVelocity | FVector | Pre-computed initial velocity for InitDynamicProperties (avoids OwnerComponent dereference on worker thread) | PhysicsEngine/BodyInstance.h | |
| ResolvedSimpleMaterial | UPhysicalMaterial * | Cached simple material raw ptr. | PhysicsEngine/BodyInstance.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void GetReferencedObjects
(
TSet< UObject* >& OutReferencedObjects |
PhysicsEngine/BodyInstance.h |