Add a force to a single rigid body. This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.
Target is Primitive Component
X0
Y 0
Z 0
None
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In
Exec
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Target
Primitive Component Object Reference
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Force
Vector
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Force vector to apply. Magnitude indicates strength of force. |
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Bone Name
Name
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If a SkeletalMeshComponent, name of body to apply force to. 'None' indicates root body. |
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Accel Change
Boolean
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If true, Force is taken as a change in acceleration instead of a physical force (i.e. mass will have no effect). |
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Out
Exec
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