Engine.RB_BodyInstance
- Extends
- Object
- Modifiers
- hidecategories ( Object ) native ( Physics )
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
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+-- Engine.RB_BodyInstance
Inherited Variables from Core.Object |
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
Inherited Structures from Core.Object |
Box, BoxSphereBounds, Color, Cylinder, double, DynamicMap_Mirror, Guid, IndirectArray_Mirror, InterpCurveFloat, InterpCurvePointFloat, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, Rotator, TextureMipBulkData_Mirror, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4 |
Inherited Functions from Core.Object |
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClassIsChildOf, ClearConfig, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, Exp, FClamp, FCubicInterp, FindDeltaAngle, FindObject, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetDotDistance, GetEnum, GetFuncName, GetHeadingAngle, GetNetFuncName, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetSpecialValue, GetStateName, GetUnAxes, GotoState, InStr, IsA, IsChildState, IsInState, IsNetScript, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, OrthoRotation, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointInBox, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, SaveConfig, SClampRotAxis, ScriptTrace, SetSpecialValue, SetUTracing, Sin, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~= |
var const int BodyIndex;
var native const
pointer BoneSpring;
var native const
pointer BoneSpringKinActor;
var transient float LastEffectPlayedTime;
var native const int SceneIndex;
BoneSpring
bDisableOnOverextension Source code
var(BoneSpring) bool bDisableOnOverextension;
bEnableBoneSpringAngular Source code
var(BoneSpring) bool bEnableBoneSpringAngular;
bEnableBoneSpringLinear Source code
var(BoneSpring) bool bEnableBoneSpringLinear;
bMakeSpringToBaseCollisionComponent Source code
var(BoneSpring) bool bMakeSpringToBaseCollisionComponent;
var(BoneSpring) float BoneAngularDamping;
var(BoneSpring) float BoneAngularSpring;
var(BoneSpring) float BoneLinearDamping;
var(BoneSpring) float BoneLinearSpring;
bTeleportOnOverextension Source code
var(BoneSpring) bool bTeleportOnOverextension;
bUseKinActorForBoneSpring Source code
var(BoneSpring) bool bUseKinActorForBoneSpring;
OverextensionThreshold Source code
var(BoneSpring) float OverextensionThreshold;
Physics
bEnableCollisionResponse Source code
var(Physics) const bool bEnableCollisionResponse;
var(Physics) const bool bOnlyCollideWithPawns;
var(Physics) const bool bPushBody;
RB_BodyInstance
final native
function EnableBoneSpring (
bool bInEnableLinear,
bool bInEnableAngular, const out
matrix InBoneTarget )
EnableCollisionResponse Source code
final native function EnableCollisionResponse ( bool bEnableResponse )
GetUnrealWorldAngularVelocity Source code
final native
function vector GetUnrealWorldAngularVelocity ( )
final native
function matrix GetUnrealWorldTM ( )
GetUnrealWorldVelocity Source code
final native
function vector GetUnrealWorldVelocity ( )
final native function bool IsFixed ( )
final native function bool IsValidBodyInstance ( )
final native function SetBlockRigidBody ( bool bNewBlockRigidBody )
final native function SetBoneSpringParams ( float InLinearSpring, float InLinearDamping, float InAngularSpring, float InAngularDamping )
final native
function SetBoneSpringTarget ( const out
matrix InBoneTarget,
bool bTeleport )
final native function SetFixed ( bool bNewFixed )
SetPhysMaterialOverride Source code
final native
function SetPhysMaterialOverride (
PhysicalMaterial NewPhysMaterial )
defaultproperties
{
bEnableCollisionResponse=True
BoneLinearSpring=10.000000
BoneLinearDamping=0.100000
BoneAngularSpring=1.000000
BoneAngularDamping=0.100000
CustomGravityFactor=1.000000
Name="Default__RB_BodyInstance"
ObjectArchetype=Object'Core.Default__Object'
}
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Creation time: sk 18-3-2018 10:00:42.039 - Created with
UnCodeX