Source

UnrealMagicOfDoomOhYeah / PhysicsAssetInstance.txt

Engine/Classes/PhysicsAssetInstance.uc
class PhysicsAssetInstance extends Object

    final native function	SetAllBodiesFixed(bool bNewFixed);
    final native function	SetAllMotorsAngularDriveParams(float InSpring, float InDamping, float InForceLimit, optional SkeletalMeshComponent SkelMesh, optional bool bSkipFullAnimWeightBodies);
    final native function	SetAllMotorsAngularPositionDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, optional SkeletalMeshComponent SkelMesh, optional bool bSkipFullAnimWeightBodies);
    final native function	SetAllMotorsAngularVelocityDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, SkeletalMeshComponent SkelMeshComp, optional bool bSkipFullAnimWeightBodies);
    final native function	SetAngularDriveScale(float InAngularSpringScale, float InAngularDampingScale, float InAngularForceLimitScale);
    final native function	SetFullAnimWeightBlockRigidBody(bool bNewBlockRigidBody, SkeletalMeshComponent SkelMesh);
    final native function	SetFullAnimWeightBonesFixed(bool bNewFixed, SkeletalMeshComponent SkelMesh);
    final native function	SetLinearDriveScale(float InLinearSpringScale, float InLinearDampingScale, float InLinearForceLimitScale);
    final native function	SetNamedBodiesBlockRigidBody(bool bNewBlockRigidBody, Array<Name> BoneNames, SkeletalMeshComponent SkelMesh);
    final native function	SetNamedBodiesFixed(bool bNewFixed, Array<Name> BoneNames, SkeletalMeshComponent SkelMesh, optional bool bSetOtherBodiesToComplement, optional bool bSkipFullAnimWeightBodies);
    final native function	SetNamedMotorsAngularPositionDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, Array<Name> BoneNames, SkeletalMeshComponent SkelMeshComp, optional bool bSetOtherBodiesToComplement);
    final native function	SetNamedMotorsAngularVelocityDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, Array<Name> BoneNames, SkeletalMeshComponent SkelMeshComp, optional bool bSetOtherBodiesToComplement);
    final native function	SetNamedRBBoneSprings(bool bEnable, Array<Name> BoneNames, float InBoneLinearSpring, float InBoneAngularSpring, SkeletalMeshComponent SkelMeshComp);
    final native function	float	GetTotalMassBelowBone(name InBoneName, PhysicsAsset InAsset, SkeletalMesh InSkelMesh);
    final native function RB_BodyInstance FindBodyInstance(name BodyName, PhysicsAsset InAsset);
    final native function RB_ConstraintInstance FindConstraintInstance(name ConName, PhysicsAsset InAsset);