| UObjectBase
|
Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/PhysicsEngine/PhysicsConstraintComponent.h |
Include |
#include "PhysicsEngine/PhysicsConstraintComponent.h" |
class UPhysicsConstraintComponent : public USceneComponent
This is effectively a joint that allows you to connect 2 rigid bodies together. You can create different types of joints using the various parameters of this component.
Name | Description | ||
---|---|---|---|
|
ComponentName1 |
Name of first component property to constrain. |
|
|
ComponentName2 |
Name of second component property to constrain. |
|
|
AActor * |
ConstraintActor1 |
Pointer to first Actor to constrain. |
|
AActor * |
ConstraintActor2 |
Pointer to second Actor to constrain. |
|
ConstraintInstance |
All constraint settings |
|
|
OnConstraintBroken |
Notification when constraint is broken. |
|
|
TWeakObjectPtr<... |
OverrideComponent1 |
Allows direct setting of first component to constraint. |
|
TWeakObjectPtr<... |
OverrideComponent2 |
Allows direct setting of second component to constraint. |
Name | Description | |
---|---|---|
|
UPhysicsConstraintComponent ( |
Name | Description | ||
---|---|---|---|
|
BreakConstraint() |
Break this constraint |
|
|
GetBodyBox ( |
Get body bounding box. Works without constraint being created |
|
|
GetBodyBoxInternal ( |
Internal util to get body box from actor/component name/bone name information |
|
|
FBodyInstanc... |
GetBodyInstance ( |
Get the body instance that we want to constrain to |
|
GetBodyTransform ( |
Get the body frame. Works without constraint being created |
|
|
GetBodyTransformInternal ( |
Internal util to get body transform from actor/component name/bone name information |
|
|
UPrimitiveCo... |
GetComponentInternal ( |
Internal util to get component from actor/component name |
|
GetConstraintForce |
Retrieve the constraint force most recently applied to maintain this constraint. Returns 0 forces if the constraint is not initialized or broken. |
|
|
float |
GetConstraintScale() |
Returns the scale of the constraint as it will be passed into the ConstraintInstance |
|
float |
GetCurrentSwing1() |
Gets the current Swing1 of the constraint |
|
float |
GetCurrentSwing2() |
Gets the current Swing2 of the constraint |
|
float |
GetCurrentTwist() |
Gets the current Angular Twist of the constraint |
|
InitComponentConstraint() |
Initialize the frames and creates constraint |
|
|
IsBroken() |
Retrieve the status of constraint being broken. |
|
|
OnConstraintBrokenHandler ( |
Routes the FConstraint callback to the dynamic delegate |
|
|
SetAngularBreakable ( |
Sets the Angular Breakable properties |
|
|
SetAngularDriveMode ( |
Switches the angular drive mode between SLERP and Twist And Swing |
|
|
SetAngularDriveParams ( |
Sets the drive params for the angular drive. |
|
|
SetAngularOrientationDrive |
Enables/Disables angular orientation drive. |
|
|
SetAngularOrientationTarget ( |
Sets the target orientation for the angular drive. |
|
|
SetAngularSwing1Limit ( |
Sets the Angular Swing1 Motion Type |
|
|
SetAngularSwing2Limit ( |
Sets the Angular Swing2 Motion Type |
|
|
SetAngularTwistLimit ( |
Sets the Angular Twist Motion Type |
|
|
SetAngularVelocityDrive |
||
|
SetAngularVelocityDriveSLERP ( |
Enables/Disables the angular velocity slerp drive. |
|
|
SetAngularVelocityDriveTwistAndSwing |
Enables/Disables angular velocity twist and swing drive. |
|
|
SetAngularVelocityTarget ( |
Sets the target velocity for the angular drive. |
|
|
SetConstrainedComponents ( |
Directly specify component to connect. Will update frames based on current position. |
|
|
SetConstraintReferenceFrame ( |
Pass in reference frame in. If the constraint is currently active, this will set its active local pose. Otherwise the change will take affect in InitConstraint. |
|
|
SetConstraintReferenceOrientation ( |
Pass in reference orientation in (maintains reference position). If the constraint is currently active, this will set its active local pose. Otherwise the change will take affect in InitConstraint. |
|
|
SetConstraintReferencePosition ( |
Pass in reference position in (maintains reference orientation). If the constraint is currently active, this will set its active local pose. Otherwise the change will take affect in InitConstraint. |
|
|
SetDisableCollision ( |
If true, the collision between the two rigid bodies of the constraint will be disabled. |
|
|
SetLinearBreakable ( |
Sets the Linear Breakable properties |
|
|
SetLinearDriveParams ( |
Sets the drive params for the linear drive. |
|
|
SetLinearPositionDrive |
Enables/Disables linear position drive |
|
|
SetLinearPositionTarget ( |
Sets the target position for the linear drive. |
|
|
SetLinearVelocityDrive |
Enables/Disables linear position drive |
|
|
SetLinearVelocityTarget ( |
Sets the target velocity for the linear drive. |
|
|
SetLinearXLimit ( |
Sets the LinearX Motion Type |
|
|
SetLinearYLimit ( |
Sets the LinearY Motion Type |
|
|
SetLinearZLimit ( |
Sets the LinearZ Motion Type |
|
|
SetOrientationDriveSLERP ( |
Enables/Disables the angular orientation slerp drive. |
|
|
SetOrientationDriveTwistAndSwing |
Enables/Disables angular orientation drive. |
|
|
TermComponentConstraint() |
Break the constraint |
|
|
UpdateConstraintFrames() |
Update the reference frames held inside the constraint that indicate the joint location in the reference frame of the two connected bodies. |
|
|
UpdateSpriteTexture() |
Name | Description | ||
---|---|---|---|
|
PostEditComponentMove ( |
Called when this component is moved in the editor |
Name | Description | ||
---|---|---|---|
|
CheckForErrors() |
Function that gets called from within Map_Check to allow this actor component to check itself for any potential errors and register them with map check dialog. |
|
|
InitializeComponent() |
Initializes the component. |
|
|
OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
|
|
OnUnregister() |
Called when a component is unregistered. |
Name | Description | ||
---|---|---|---|
|
BeginDestroy() |
Called before destroying the object. |
|
|
PostEditChangeChainProperty ( |
This alternate version of PostEditChange is called when properties inside structs are modified. |
|
|
PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
|
|
PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
Name | Description | ||
---|---|---|---|
|
ConstraintSetup_DEPRECATED |