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BlueprintAPI > BlueprintAPI/Utilities > BlueprintAPI/Utilities/Struct
Adds a node that breaks a 'Initial Physics Control' into its member fields
Inputs
| Type | Name | Description |
|---|---|---|
| struct | Initial Physics Control |
Outputs
| Type | Name | Description |
|---|---|---|
| object | Parent Actor | The owner of the mesh that will be doing the driving. Blank/non-existent means it will happen in world space |
| name | Parent Mesh Component Name | The mesh that will be doing the driving. If this is blank but there is an actor, then we'll attempt touse the root component. If that doesn't work then it will happen in world space. |
| name | Parent Bone Name | If the parent mesh component is skeletal, then the name of the skeletal mesh bone that will be doingthe driving. |
| object | Child Actor | The owner of the mesh that the control will be driving |
| name | Child Mesh Component Name | The mesh that the control will be driving. If this is blank but there is an actor, then we'll attemptto use the root component |
| name | Child Bone Name | If the child mesh component is skeletal, then the name of the skeletal mesh bone that the controlwill be driving. |
| struct | Control Data | Strength and damping parameters. Can be modified at any time, but will sometimes havebeen set once during initialization |
| struct | Control Multiplier | Multiplier for the ControlData. This will typically be modified dynamically, and also expose the abilityto set directional strengths |
| struct | Control Target | The position/orientation etc targets for the controls. These are procedural/explicit control targets -skeletal meshes have the option to use skeletal animation as well, in which case these targets areexpressed as relative to that animation. |