Adds a node that breaks a 'BodyInstance' into its member fields
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Body Instance
Body Instance Structure (by ref)
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Sleep Family
ESleepFamily Enum
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The set of values used in considering when put this body to sleep. |
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Use CCD
Boolean
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If true Continuous Collision Detection (CCD) will be used for this component |
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Ignore Analytic Collisions
Boolean
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If true ignore analytic collisions and treat objects as a general implicit surface |
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Simulation Generates Hit Events
Boolean
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Should 'Hit' events fire when this object collides during physics simulation. |
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Simulate Physics
Boolean
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If true, this body will use simulation. If false, will be 'fixed' (ie kinematic) and move where it is told. For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset. For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset. |
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Enable Gravity
Boolean
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If object should have the force of gravity applied |
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Auto Weld
Boolean
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If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root |
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Start Awake
Boolean
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If object should start awake, or if it should initially be sleeping |
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Generate Wake Events
Boolean
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Should 'wake/sleep' events fire when this object is woken up or put to sleep by the physics simulation. |
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Position Solver Iteration Count
Byte
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This physics body's solver iteration count for position. Increasing this will be more CPU intensive, but better stabilized. |
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Velocity Solver Iteration Count
Byte
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This physics body's solver iteration count for velocity. Increasing this will be more CPU intensive, but better stabilized. |
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Max Depenetration Velocity
Float
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The maximum velocity used to depenetrate this object |
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Mass in Kg
Float
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Mass of the body in KG. By default we compute this based on physical material and mass scale. @see bOverrideMass to set this directly |
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Linear Damping
Float
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'Drag' force added to reduce linear movement |
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Angular Damping
Float
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'Drag' force added to reduce angular movement |
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Center Of Mass Offset
Vector
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User specified offset for the center of mass of this object, from the calculated location |
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Mass Scale
Float
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Per-instance scaling of mass |
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Inertia Tensor Scale
Vector
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Per-instance scaling of inertia (bigger number means it'll be harder to rotate) |
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Walkable Slope Override
Walkable Slope Override Structure
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Custom walkable slope override setting for this instance. @see GetWalkableSlopeOverride(), SetWalkableSlopeOverride() |
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Phys Material Override
Physical Material Object Reference
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Allows you to override the PhysicalMaterial to use for simple collision on this body. |
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Max Angular Velocity
Float
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The maximum angular velocity for this instance |
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Custom Sleep Threshold Multiplier
Float
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If the SleepFamily is set to custom, multiply the natural sleep threshold by this amount. A higher number will cause the body to sleep sooner. |
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Stabilization Threshold Multiplier
Float
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Stabilization factor for this body if Physics stabilization is enabled. A higher number will cause more aggressive stabilization at the risk of loss of momentum at low speeds. A value of 0 will disable stabilization for this body. |