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PhysicsAssetInstance

Class in Engine · Engine.PhysicsAssetInstance · native

Object › PhysicsAssetInstance

Using it from Lua
h7.find_all("PhysicsAssetInstance")            -- live instances
h7.find_class("Engine.PhysicsAssetInstance")   -- the class
h7.hook("Engine.PhysicsAssetInstance.FindBodyInstance", fn)

Properties

NameTypeNotes
AngularDampingScalefloatconst
AngularForceLimitScalefloatconst
AngularSpringScalefloatconst
bInitBodiesboolconst
Bodiesarray<RB_BodyInstance>const, instanced
CollisionDisableTableMap_Mirrorconst, native
Constraintsarray<RB_ConstraintInstance>const, instanced
LinearDampingScalefloatconst
LinearForceLimitScalefloatconst
LinearSpringScalefloatconst
OwnerActorconst, transient
RootBodyIndexintconst, transient

Functions

NameDeclaration
FindBodyInstancefinal native function RB_BodyInstance FindBodyInstance(name BodyName, PhysicsAsset InAsset)
FindConstraintInstancefinal native function RB_ConstraintInstance FindConstraintInstance(name ConName, PhysicsAsset InAsset)
ForceAllBodiesBelowUnfixedfinal native function ForceAllBodiesBelowUnfixed(const out name InBoneName, PhysicsAsset InAsset, SkeletalMeshComponent InSkelMesh, bool InbInstanceAlwaysFullAnimWeight)
GetTotalMassBelowBonefinal native function float GetTotalMassBelowBone(name InBoneName, PhysicsAsset InAsset, SkeletalMesh InSkelMesh)
SetAllBodiesFixedfinal native function SetAllBodiesFixed(bool bNewFixed)
SetAllMotorsAngularDriveParamsfinal native function SetAllMotorsAngularDriveParams(float InSpring, float InDamping, float InForceLimit, optional SkeletalMeshComponent SkelMesh, optional bool bSkipFullAnimWeightBodies)
SetAllMotorsAngularPositionDrivefinal native function SetAllMotorsAngularPositionDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, optional SkeletalMeshComponent SkelMesh, optional bool bSkipFullAnimWeightBodies)
SetAllMotorsAngularVelocityDrivefinal native function SetAllMotorsAngularVelocityDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, SkeletalMeshComponent SkelMeshComp, optional bool bSkipFullAnimWeightBodies)
SetAngularDriveScalefinal native function SetAngularDriveScale(float InAngularSpringScale, float InAngularDampingScale, float InAngularForceLimitScale)
SetFullAnimWeightBlockRigidBodyfinal native function SetFullAnimWeightBlockRigidBody(bool bNewBlockRigidBody, SkeletalMeshComponent SkelMesh)
SetFullAnimWeightBonesFixedfinal native function SetFullAnimWeightBonesFixed(bool bNewFixed, SkeletalMeshComponent SkelMesh)
SetLinearDriveScalefinal native function SetLinearDriveScale(float InLinearSpringScale, float InLinearDampingScale, float InLinearForceLimitScale)
SetNamedBodiesBlockRigidBodyfinal native function SetNamedBodiesBlockRigidBody(bool bNewBlockRigidBody, SkeletalMeshComponent SkelMesh)
SetNamedBodiesFixedfinal native function SetNamedBodiesFixed(bool bNewFixed, SkeletalMeshComponent SkelMesh, optional bool bSetOtherBodiesToComplement, optional bool bSkipFullAnimWeightBodies)
SetNamedMotorsAngularPositionDrivefinal native function SetNamedMotorsAngularPositionDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, SkeletalMeshComponent SkelMeshComp, optional bool bSetOtherBodiesToComplement)
SetNamedMotorsAngularVelocityDrivefinal native function SetNamedMotorsAngularVelocityDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, SkeletalMeshComponent SkelMeshComp, optional bool bSetOtherBodiesToComplement)
SetNamedRBBoneSpringsfinal native function SetNamedRBBoneSprings(bool bEnable, float InBoneLinearSpring, float InBoneAngularSpring, SkeletalMeshComponent SkelMeshComp)

Default values

LinearSpringScale=1.0
LinearDampingScale=1.0
LinearForceLimitScale=1.0
AngularSpringScale=1.0
AngularDampingScale=1.0
AngularForceLimitScale=1.0
bInitBodies=true

Inherited

FromMembers
Object13 properties, 308 functions