Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.RB_BodySetup

Extends
KMeshProps
Modifiers
hidecategories ( Object ) native ( Physics )

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.KMeshProps
   |   
   +-- Engine.RB_BodySetup

Constants Summary
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
array<pointer>CollisionGeom
array<vector>CollisionGeomScale3D
array<KCachedConvexData>PreCachedPhysData
intPreCachedPhysDataVersion
RB_BodySetup
boolbAlwaysFullAnimWeight
boolbBlockNonZeroExtent
boolbBlockZeroExtent
boolbEnableContinuousCollisionDetection
boolbFixed
boolbNoCollision
nameBoneName
floatMassScale
PhysicalMaterialPhysMaterial
array<vector>PreCachedPhysScale
ESleepFamilySleepFamily
Inherited Variables from Engine.KMeshProps
AggGeom, COMNudge
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
ESleepFamily
SF_Normal, SF_Sensitive,
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
KCachedConvexData
CachedConvexElements
KCachedConvexDataElement
ConvexElementData
Inherited Structures from Engine.KMeshProps
KAggregateGeom, KBoxElem, KConvexElem, KSphereElem, KSphylElem
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

Functions Summary
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, ^, ^^, |, ||, ~, ~=


Variables Detail

CollisionGeom Source code

var const native array<pointer> CollisionGeom;
Cache of physics-engine specific collision shapes at different scales. Physics engines do not normally support per-instance collision shape scaling.

CollisionGeomScale3D Source code

var const native array<vector> CollisionGeomScale3D;
Scale factors for each CollisionGeom entry. CollisionGeom.Length == CollisionGeomScale3D.Length.

PreCachedPhysData Source code

var const native array<KCachedConvexData> PreCachedPhysData;
Array of cached convex physics data.

PreCachedPhysDataVersion Source code

var const int PreCachedPhysDataVersion;
Version of cached physics data.

RB_BodySetup

bAlwaysFullAnimWeight Source code

var(RB_BodySetup) bool bAlwaysFullAnimWeight;
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).

bBlockNonZeroExtent Source code

var(RB_BodySetup) bool bBlockNonZeroExtent;
When doing line checks against this PhysicsAsset, this body should return hits with non-zero-extent (ie swept-box) checks.

bBlockZeroExtent Source code

var(RB_BodySetup) bool bBlockZeroExtent;
When doing line checks against this PhysicsAsset, this body should return hits with zero-extent (ie line) checks.

bEnableContinuousCollisionDetection Source code

var(RB_BodySetup) bool bEnableContinuousCollisionDetection;
Turn on continuous collision detection for this body. This should avoid it passing through other objects when moving quickly.

bFixed Source code

var(RB_BodySetup) bool bFixed;
No dynamics on this body - fixed relative to the world.

bNoCollision Source code

var(RB_BodySetup) bool bNoCollision;
This body will not collide with anything.

BoneName Source code

var(RB_BodySetup) editconst name BoneName;
Used in the PhysicsAsset case. Associates this Body with Bone in a skeletal mesh.

MassScale Source code

var(RB_BodySetup) float MassScale;
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.

PhysMaterial Source code

var(RB_BodySetup) PhysicalMaterial PhysMaterial;
Physical material to use for this body. Encodes information about density, friction etc.

PreCachedPhysScale Source code

var(RB_BodySetup) const array<vector> PreCachedPhysScale;
Scales to pre-cache physics data for this collision at.

SleepFamily Source code

var(RB_BodySetup) ESleepFamily SleepFamily;
The set of values used in considering when put this body to sleep.


Enumerations Detail

ESleepFamily Source code

enum ESleepFamily
{
SF_Normal, SF_Sensitive,
};
Presets of values used in considering when put this body to sleep.


Structures Detail

KCachedConvexData Source code

struct KCachedConvexData
{
var native array<KCachedConvexDataElement> CachedConvexElements;
};
Script mittot of cached pre-cooked physics data for this simplified collision

KCachedConvexDataElement Source code

struct KCachedConvexDataElement
{
var native array<byte> ConvexElementData;
};
Script mirror of cached pre-cooked physics data for one convex hull


Defaultproperties

defaultproperties
{
   bBlockZeroExtent=True
   bBlockNonZeroExtent=True
   MassScale=1.000000
   Name="Default__RB_BodySetup"
   ObjectArchetype=KMeshProps'Engine.Default__KMeshProps'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: sk 18-3-2018 10:00:42.052 - Created with UnCodeX