USkeletalMeshComponent::InstantiatePhysicsAsset

Instantiates bodies given a physics asset.

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

Remarks

Instantiates bodies given a physics asset. Typically you should call InitArticulated unless you are planning to do something special with the bodies. The Created bodies and constraints are owned by the calling code and must be freed when necessary.

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