Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/PhysicsEngine/BodySetup.h |
Include |
#include "PhysicsEngine/BodySetup.h" |
class UBodySetup : public UBodySetupCore
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.
Name | Description | ||
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AggGeom |
Simplified collision representation of this |
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uint8: 1 |
bConsiderForBounds |
Should this BodySetup be considered for the bounding box of the PhysicsAsset (and hence SkeletalMeshComponent). |
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uint8: 1 |
bCreatedPhysicsMeshes |
Flag used to know if we have created the physics convex and tri meshes from the cooked data yet |
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uint8: 1 |
bDoubleSidedGeometry |
If true, the physics triangle mesh will use double sided faces when doing scene queries. |
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uint8: 1 |
bFailedToCreatePhysicsMeshes |
Flag used to know if we have failed to create physics meshes. |
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uint8: 1 |
bGenerateMirroredCollision |
Should we generate data necessary to support collision on mirrored versions of this mesh. |
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uint8: 1 |
bGenerateNonMirroredCollision |
Should we generate data necessary to support collision on normal (non-mirrored) versions of this body. |
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uint8: 1 |
bHasCookedCollisionData |
Indicates whether this setup has any cooked collision data. |
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uint8: 1 |
bMeshCollideAll |
If true, the physics of this mesh (only affects static meshes) will always contain ALL elements from the mesh - not just the ones enabled for collision. |
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uint8: 1 |
bNeverNeedsCookedCollisionData |
Indicates that we will never use convex or trimesh shapes. |
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BodySetupGuid |
GUID used to uniquely identify this setup so it can be found in the DDC |
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uint8: 1 |
bSharedCookedData |
Whether the cooked data is shared by multiple body setups. |
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uint8: 1 |
bSupportUVsAndFaceRemap |
If true, the physics triangle mesh will store UVs and the face remap table. |
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BuildScale3D |
Build scale for this body setup (static mesh settings define this value) |
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CookedFormatData |
Cooked physics data for each format |
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CookedFormatDataOverride |
Cooked physics data override. |
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FAsyncCookHelpe... |
CurrentCookHelper |
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DefaultInstance |
Default properties of the body instance, copied into objects on instantiation, was URB_BodyInstance |
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FaceRemap |
Additional face remap table, if available. |
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PhysMaterial |
Physical material to use for simple collision on this body. |
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UVInfo |
Additional UV info, if available. Used for determining UV for a line trace impact. |
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WalkableSlopeOverride |
Custom walkable slope setting for this body. |
Name | Description | |
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UBodySetup ( |
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UBodySetup ( |
Needs implementation in BodySetup.cpp to compile UniquePtr for forward declared class |
Name | Description | |
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~UBodySetup() |
Name | Description | ||
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AbortPhysicsMeshAsyncCreation() |
Aborts an async cook that hasn't begun. |
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AddCollisionFrom ( |
Add collision shapes from another body setup to this one |
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AddCollisionFrom ( |
Add collision shapes from another body setup to this one |
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AddShapesToRigidActor_AssumesLocked ( |
Add the shapes defined by this body setup to the supplied PxRigidBody. |
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float |
CalculateMass ( |
Calculates the mass. |
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CalcUVAtLocation |
Given a location in body space, and face index, find the UV of the desired UV channel. |
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ClearPhysicsMeshes() |
Release Physics meshes (ConvexMeshes, TriMesh & TriMeshNegX) |
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CopyBodyPropertiesFrom ( |
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CopyBodySetupProperty ( |
Copy all UPROPERTY settings except the collision geometry. |
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CreateFromModel |
Converts a UModel to a set of convex hulls for simplified collision. |
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CreatePhysicsMeshes() |
Create Physics meshes (ConvexMeshes, TriMesh & TriMeshNegX) from cooked data Release Physics meshes (ConvexMeshes, TriMesh & TriMeshNegX). |
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CreatePhysicsMeshesAsync ( |
Create Physics meshes (ConvexMeshes, TriMesh & TriMeshNegX) from cooked data async (useful for runtime cooking as it can go wide off the game thread) Release Physics meshes (ConvexMeshes, TriMesh & TriMeshNegX). |
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float |
GetClosestPointAndNormal ( |
Finds the closest point in the body setup. |
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GetCookInfo ( |
Generates the information needed for cooking geometry. |
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GetGeometryDDCKey ( |
Generate a string to uniquely describe the state of the geometry in this setup to populate the DDC |
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UPhysicalMat... |
GetPhysMaterial() |
Returns the physics material used for this body. |
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float |
GetShortestDistanceToPoint ( |
Finds the shortest distance between the body setup and a world position. |
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float |
GetVolume ( |
Returns the volume of this element |
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InvalidatePhysicsData() |
Invalidate physics data |
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RemoveSimpleCollision() |
Clear all simple collision |
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RescaleSimpleCollision ( |
Rescales simple collision geometry. you must recreate physics meshes after this |
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UpdateTriMeshVertices |
Updates the tri mesh collision with new positions, and refits the BVH to match. |
Name | Description | ||
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BeginCacheForCookedPlatformData ( |
Starts caching of platform specific data for the target platform Called when cooking before serialization so that object can prepare platform specific data Not called during normal loading of objects |
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BeginDestroy() |
Called before destroying the object. |
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ClearCachedCookedPlatformData ( |
Clears cached cooked platform data for specific platform |
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FinishDestroy() |
Called to finish destroying the object. |
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GetResourceSizeEx ( |
Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific). |
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EDataValidat... |
IsDataValid |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostEditUndo() |
Called after applying a transaction to the object. |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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uint8: 1 |
bAlwaysFullAnimWeight_DEPRECATED |
If true (and bEnableFullAnimWeightBodies in SkelMeshComp is true), the physics of this bone will always be blended into the skeletal mesh, regardless of what PhysicsWeight of the SkelMeshComp is. |
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float |
BuildScale_DEPRECATED |
GetBodySetup