Add Torque in Degrees

Add Torque in Degrees

Windows
MacOS
Linux

Add a torque to a single rigid body.

Target is Primitive Component

Add Torque in Degrees
Target
Torque
X0
Y 0
Z 0
Bone Name
None
Accel Change

Inputs

In
Exec
Target
Primitive Component Object Reference
Torque
Vector

Torque to apply. Direction is axis of rotation and magnitude is strength of torque.

Bone Name
Name

If a SkeletalMeshComponent, name of body to apply torque to. 'None' indicates root body.

Accel Change
Boolean

If true, Torque is taken as a change in angular acceleration instead of a physical torque (i.e. mass will have no effect).

Outputs

Out
Exec
Select Skin
Light
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