Engine.PhysicsAssetInstance
- Extends
- Object
- Modifiers
- hidecategories ( Object ) native ( Physics )
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object
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+-- Engine.PhysicsAssetInstance
Inherited Contants from Core.Object |
AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad |
Inherited Variables from Core.Object |
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
Inherited Structures from Core.Object |
Array_Mirror, BitArray_Mirror, BoneAtom, Box, BoxSphereBounds, Color, Cylinder, double, FColorVertexBuffer_Mirror, Guid, IndirectArray_Mirror, InlinePointerArray_Mirror, InterpCurveFloat, InterpCurveLinearColor, InterpCurvePointFloat, InterpCurvePointLinearColor, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, OctreeElementId, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, RenderCommandFence_Mirror, Rotator, Set_Mirror, SHVector, SHVectorRGB, SparseArray_Mirror, TAlphaBlend, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4 |
Functions Summary |
 | RB_BodyInstance | FindBodyInstance (name BodyName, PhysicsAsset InAsset)
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 | RB_ConstraintInstance | FindConstraintInstance (name ConName, PhysicsAsset InAsset)
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 | | ForceAllBodiesBelowUnfixed (const out name InBoneName, PhysicsAsset InAsset, SkeletalMeshComponent InSkelMesh, bool InbInstanceAlwaysFullAnimWeight)
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 | float | GetTotalMassBelowBone (name InBoneName, PhysicsAsset InAsset, SkeletalMesh InSkelMesh)
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 | | SetAllBodiesFixed (bool bNewFixed)
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 | | SetAllMotorsAngularDriveParams (float InSpring, float InDamping, float InForceLimit, optional SkeletalMeshComponent SkelMesh, optional bool bSkipFullAnimWeightBodies)
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 | | SetAllMotorsAngularPositionDrive (bool bEnableSwingDrive, bool bEnableTwistDrive, optional SkeletalMeshComponent SkelMesh, optional bool bSkipFullAnimWeightBodies)
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 | | SetAllMotorsAngularVelocityDrive (bool bEnableSwingDrive, bool bEnableTwistDrive, SkeletalMeshComponent SkelMeshComp, optional bool bSkipFullAnimWeightBodies)
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 | | SetAngularDriveScale (float InAngularSpringScale, float InAngularDampingScale, float InAngularForceLimitScale)
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 | | SetFullAnimWeightBlockRigidBody (bool bNewBlockRigidBody, SkeletalMeshComponent SkelMesh)
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 | | SetFullAnimWeightBonesFixed (bool bNewFixed, SkeletalMeshComponent SkelMesh)
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 | | SetLinearDriveScale (float InLinearSpringScale, float InLinearDampingScale, float InLinearForceLimitScale)
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 | | SetNamedBodiesBlockRigidBody (bool bNewBlockRigidBody, Array<Name> BoneNames, SkeletalMeshComponent SkelMesh)
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 | | SetNamedBodiesFixed (bool bNewFixed, Array<Name> BoneNames, SkeletalMeshComponent SkelMesh, optional bool bSetOtherBodiesToComplement, optional bool bSkipFullAnimWeightBodies)
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 | | SetNamedMotorsAngularPositionDrive (bool bEnableSwingDrive, bool bEnableTwistDrive, Array<Name> BoneNames, SkeletalMeshComponent SkelMeshComp, optional bool bSetOtherBodiesToComplement)
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 | | SetNamedMotorsAngularVelocityDrive (bool bEnableSwingDrive, bool bEnableTwistDrive, Array<Name> BoneNames, SkeletalMeshComponent SkelMeshComp, optional bool bSetOtherBodiesToComplement)
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 | | SetNamedRBBoneSprings (bool bEnable, Array<Name> BoneNames, float InBoneLinearSpring, float InBoneAngularSpring, SkeletalMeshComponent SkelMeshComp)
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Inherited Functions from Core.Object |
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, Atan2, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClampRotAxisFromBase, ClampRotAxisFromRange, ClassIsChildOf, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, DebugBreak, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, EvalInterpCurveFloat, EvalInterpCurveVector, EvalInterpCurveVector2D, Exp, FCeil, FClamp, FCubicInterp, FFloor, FindDeltaAngle, FindObject, FInterpConstantTo, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, float, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetBuildChangelistNumber, GetDotDistance, GetEngineVersion, GetEnum, GetFuncName, GetHeadingAngle, GetMappedRangeValue, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetRightMost, GetRotatorAxis, GetScriptTrace, GetStateName, GetSystemTime, GetUnAxes, GotoState, InCylinder, InStr, InverseTransformNormal, InverseTransformVector, IsA, IsChildState, IsInState, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, LerpColor, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, MakeRotationMatrix, MakeRotationTranslationMatrix, MakeRotator, MatrixGetAxis, MatrixGetOrigin, MatrixGetRotator, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, NoZDot, OrthoRotation, ParseLocalizedPropertyPath, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointDistToSegment, PointProjectToPlane, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, RTransform, SaveConfig, SClampRotAxis, ScriptTrace, SetUTracing, Sin, Split, SplitString, Sqrt, Square, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformNormal, TransformVector, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VRandCone, VRandCone2, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~= |
var const float AngularDampingScale;
AngularForceLimitScale Source code
var const float AngularForceLimitScale;
var const float AngularSpringScale;
var const bool bInitBodies;
var const native
Map_Mirror CollisionDisableTable;
var const float LinearDampingScale;
var const float LinearForceLimitScale;
var const float LinearSpringScale;
var const
transient Actor Owner;
var const transient int RootBodyIndex;
FindConstraintInstance Source code
ForceAllBodiesBelowUnfixed Source code
final native
function ForceAllBodiesBelowUnfixed ( const out
name InBoneName,
PhysicsAsset InAsset,
SkeletalMeshComponent InSkelMesh,
bool InbInstanceAlwaysFullAnimWeight )
final native function SetAllBodiesFixed ( bool bNewFixed )
SetAllMotorsAngularDriveParams Source code
final native
function SetAllMotorsAngularDriveParams (
float InSpring,
float InDamping,
float InForceLimit, optional
SkeletalMeshComponent SkelMesh, optional
bool bSkipFullAnimWeightBodies )
SetAllMotorsAngularPositionDrive Source code
final native
function SetAllMotorsAngularPositionDrive (
bool bEnableSwingDrive,
bool bEnableTwistDrive, optional
SkeletalMeshComponent SkelMesh, optional
bool bSkipFullAnimWeightBodies )
SetAllMotorsAngularVelocityDrive Source code
final native
function SetAllMotorsAngularVelocityDrive (
bool bEnableSwingDrive,
bool bEnableTwistDrive,
SkeletalMeshComponent SkelMeshComp, optional
bool bSkipFullAnimWeightBodies )
final native function SetAngularDriveScale ( float InAngularSpringScale, float InAngularDampingScale, float InAngularForceLimitScale )
SetFullAnimWeightBlockRigidBody Source code
final native
function SetFullAnimWeightBlockRigidBody (
bool bNewBlockRigidBody,
SkeletalMeshComponent SkelMesh )
SetFullAnimWeightBonesFixed Source code
final native function SetLinearDriveScale ( float InLinearSpringScale, float InLinearDampingScale, float InLinearForceLimitScale )
SetNamedBodiesBlockRigidBody Source code
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 )
SetNamedMotorsAngularPositionDrive Source code
final native
function SetNamedMotorsAngularPositionDrive (
bool bEnableSwingDrive,
bool bEnableTwistDrive, Array<
Name> BoneNames,
SkeletalMeshComponent SkelMeshComp, optional
bool bSetOtherBodiesToComplement )
SetNamedMotorsAngularVelocityDrive Source code
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 )
defaultproperties
{
LinearSpringScale=1.0
LinearDampingScale=1.0
LinearForceLimitScale=1.0
AngularSpringScale=1.0
AngularDampingScale=1.0
AngularForceLimitScale=1.0
bInitBodies=true
} |
Creation time: ti 22-3-2011 19:56:55.104 - Created with
UnCodeX