Add a torque to a single rigid body.
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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Torque
Vector
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Torque to apply. Direction is axis of rotation and magnitude is strength of torque. |
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Bone Name
Name
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If a SkeletalMeshComponent, name of body to apply torque to. 'None' indicates root body. |
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Accel Change
Boolean
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If true, Torque is taken as a change in angular acceleration instead of a physical torque (i.e. mass will have no effect). |
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Out
Exec
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