BodySetup contains all collision information that is associated with a single asset. A single BodySetup instance is shared among many BodyInstances so that geometry data is not duplicated. Assets typically implement a GetBodySetup function that is used during physics state creation. GetBodySetup: FBodyInstance:
Editor Properties: (see get_editor_property/set_editor_property)
agg_geom(KAggregateGeom): [Read-Write] Simplified collision representation of this
bone_name(Name): [Read-Only] Used in the PhysicsAsset case. Associates this Body with Bone in a skeletal mesh.
collision_reponse(BodyCollisionResponse): [Read-Write] Collision Type for this body. This eventually changes response to collision to others *
collision_trace_flag(CollisionTraceFlag): [Read-Write] Collision Trace behavior - by default, it will keep simple(convex)/complex(per-poly) separate *
consider_for_bounds(bool): [Read-Write] Should this BodySetup be considered for the bounding box of the PhysicsAsset (and hence SkeletalMeshComponent). There is a speed improvement from having less BodySetups processed each frame when updating the bounds.
default_instance(BodyInstance): [Read-Write] Default properties of the body instance, copied into objects on instantiation, was URB_BodyInstance
double_sided_geometry(bool): [Read-Write] If true, the physics triangle mesh will use double sided faces when doing scene queries. This is useful for planes and single sided meshes that need traces to work on both sides.
phys_material(PhysicalMaterial): [Read-Write] Physical material to use for simple collision on this body. Encodes information about density, friction etc.
physics_type(PhysicsType): [Read-Write] If simulated it will use physics, if kinematic it will not be affected by physics, but can interact with physically simulated bodies. Default will inherit from OwnerComponent’s behavior.
walkable_slope_override(WalkableSlopeOverride): [Read-Write] Custom walkable slope setting for this body.