USkeletalMeshComponent::InstantiatePhysicsAssetRefPose

Instantiates bodies given a physics asset like InstantiatePhysicsAsset but instead of reading the current component state, this reads the ref-pose from the reference skeleton of the mesh.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h

Include

#include "Components/SkeletalMeshComponent.h"

Source

/Engine/Source/Runtime/Engine/Private/SkeletalMeshComponentPhysics.cpp

Syntax

void InstantiatePhysicsAssetRefPose
(
    const UPhysicsAsset & PhysAsset,
    const FVector & Scale3D,
    TArray< FBodyInstance * > & OutBodies,
    TArray< FConstraintInstance * > & OutConstraints,
    FPhysScene * PhysScene,
    USkeletalMeshComponent * OwningComponent,
    int32 UseRootBodyIndex,
    const FPhysicsAggregateHandle & UseAggregate,
    bool bCreateBodiesInRefPose
) const

Remarks

Instantiates bodies given a physics asset like InstantiatePhysicsAsset but instead of reading the current component state, this reads the ref-pose from the reference skeleton of the mesh. Useful if trying to create bodies to be used during any evaluation work

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss