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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.KMeshProps | +-- Engine.RB_BodySetup
Constants Summary |
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Inherited Contants from Core.Object |
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DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
Variables Summary | |
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array<pointer> | CollisionGeom |
array<vector> | CollisionGeomScale3D |
array<KCachedConvexData> | PreCachedPhysData |
int | PreCachedPhysDataVersion |
RB_BodySetup | |
bool | bAlwaysFullAnimWeight |
bool | bBlockNonZeroExtent |
bool | bBlockZeroExtent |
bool | bEnableContinuousCollisionDetection |
bool | bFixed |
bool | bNoCollision |
name | BoneName |
float | MassScale |
PhysicalMaterial | PhysMaterial |
array<vector> | PreCachedPhysScale |
ESleepFamily | SleepFamily |
Inherited Variables from Engine.KMeshProps |
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AggGeom, COMNudge |
Inherited Variables from Core.Object |
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Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
Enumerations Summary | ||
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ESleepFamily SF_Normal, SF_Sensitive, |
Inherited Enumerations from Core.Object |
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EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
Structures Summary | ||
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KCachedConvexData CachedConvexElements | ||
KCachedConvexDataElement ConvexElementData |
Inherited Structures from Engine.KMeshProps |
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KAggregateGeom, KBoxElem, KConvexElem, KSphereElem, KSphylElem |
Functions Summary |
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Variables Detail |
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Cache of physics-engine specific collision shapes at different scales. Physics engines do not normally support per-instance collision shape scaling.
Scale factors for each CollisionGeom entry. CollisionGeom.Length == CollisionGeomScale3D.Length.
Array of cached convex physics data.
Version of cached physics data.
If true (and bEnableFullAnimWeightBones in SkelMeshComp is true), the physics of this bone will always be blended into the skeletal mesh, regardless of what PhysicsWeight of the SkelMeshComp is. This is useful for bones that should always be physics, even when blending physics in and out for hit reactions (eg cloth or pony-tails).
When doing line checks against this PhysicsAsset, this body should return hits with non-zero-extent (ie swept-box) checks.
When doing line checks against this PhysicsAsset, this body should return hits with zero-extent (ie line) checks.
Turn on continuous collision detection for this body. This should avoid it passing through other objects when moving quickly.
No dynamics on this body - fixed relative to the world.
This body will not collide with anything.
Used in the PhysicsAsset case. Associates this Body with Bone in a skeletal mesh.
The mass of a body is calculated automatically based on the volume of the collision geometry and the density specified by the PhysicalMaterial. This parameters allows you to scale the auto-generated value for this specific body.
Physical material to use for this body. Encodes information about density, friction etc.
Scales to pre-cache physics data for this collision at.
The set of values used in considering when put this body to sleep.
Enumerations Detail |
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Presets of values used in considering when put this body to sleep.
Structures Detail |
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Script mittot of cached pre-cooked physics data for this simplified collision
Script mirror of cached pre-cooked physics data for one convex hull
Defaultproperties |
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defaultproperties { bBlockZeroExtent=True bBlockNonZeroExtent=True MassScale=1.000000 Name="Default__RB_BodySetup" ObjectArchetype=KMeshProps'Engine.Default__KMeshProps' } |
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