Navigation
BlueprintAPI > BlueprintAPI/Utilities > BlueprintAPI/Utilities/Struct
Adds a node that create a 'Body Instance' from its members
Inputs
| Type | Name | Description |
|---|---|---|
| enum | Sleep Family | The set of values used in considering when put this body to sleep. |
| boolean | Inertia Conditioning | @brief Enable automatic inertia conditioning to stabilize constraints.Inertia conditioning increases inertia when an object is long and thin and also when it has joints that are outside thecollision shapes of the body. Increasing the inertia reduces the amount of rotation applied at joints which helps stabilizejoint chains, especially when bodies are small. In principle you can get the same behaviour by setting the InertiaTensorScaleappropriately, but this takes some of the guesswork out of it.@note This only changes the inertia used in the low-level solver. That inertia is not visible to the BodyInstancewhich will still report the inertia calculated from the mass, shapes, and InertiaTensorScale.@note When enabled, the effective inertia depends on the joints attached to the body so the inertia will change whenjoints are added or removed (automatically - no user action required). |
| boolean | One Way Interaction | If set to true, this body will treat bodies that do not have the flag set as having infinite mass |
| real | Linear Damping | 'Drag' force added to reduce linear movement |
| real | Angular Damping | 'Drag' force added to reduce angular movement |
| vector | Center Of Mass Offset | User specified offset for this object's Center of Mass. The offset is defined in bone space and will be added to the calculated location. |
| real | Mass Scale | Per-instance scaling of mass |
| vector | Inertia Tensor Scale | Per-instance scaling of inertia (bigger number means it'll be harder to rotate) |
| boolean | Simulate Physics | If true, this body will use simulation. If false, will be 'fixed' (ie kinematic) and move where it is told.For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset.For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset. |
| boolean | Auto Weld | If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root |
| boolean | Update Mass When Scale Changes | If true, it will update mass when scale change * |
Outputs
| Type | Name | Description |
|---|---|---|
| struct | Body Instance |