Navigation
BlueprintAPI > BlueprintAPI/Utilities > BlueprintAPI/Utilities/Struct
Adds a node that create a 'Physics Control Modifier Sparse Data' from its members
Inputs
| Type | Name | Description |
|---|---|---|
| enum | Movement Type | How the body should move. |
| enum | Collision Type | The collision type. Note that PhysicsControlComponent uses the full filtering, butRigidBodyWithControl just treats this as enable/disable collision |
| real | Gravity Multiplier | How much gravity to use when simulating - typically between 0 and 1 |
| real | Physics Blend Weight | When converting back from simulation to animation, how much to use the simulation outputversus the original animation input.Note - this is not used in RBWC |
| enum | Kinematic Target Space | The space in which kinematic targets should operate |
| boolean | Update Kinematic From Simulation | If true then the associated actor's transform will be updated from the simulation when it iskinematic. This is most likely useful when using async physics in order to prevent differentparts of the skeleton from being torn apart. Note - this is not used in RBWC |
Outputs
| Type | Name | Description |
|---|---|---|
| struct | Physics Control Modifier Sparse Data |