Break BodyInstance

Break BodyInstance

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Adds a node that breaks a 'BodyInstance' into its member fields

Break BodyInstance
Body Instance
Sleep Family
Use CCD
Ignore Analytic Collisions
Simulation Generates Hit Events
Position Solver Iteration Count
0
Velocity Solver Iteration Count
0
Max Depenetration Velocity
0.0
Mass in Kg
0.0
Linear Damping
0.0
Angular Damping
0.0
Center Of Mass Offset
X0.0
Y0.0
Z0.0
Mass Scale
0.0
Inertia Tensor Scale
X0.0
Y0.0
Z0.0
Walkable Slope Override
Phys Material Override
Select Asset
Max Angular Velocity
0.0
Custom Sleep Threshold Multiplier
0.0
Stabilization Threshold Multiplier
0.0
Simulate Physics
Enable Gravity
Auto Weld
Start Awake
Generate Wake Events

Inputs

Body Instance
Body Instance Structure (by ref)

Outputs

Sleep Family
ESleepFamily Enum

The set of values used in considering when put this body to sleep.

Use CCD
Boolean

If true Continuous Collision Detection (CCD) will be used for this component

Ignore Analytic Collisions
Boolean

If true ignore analytic collisions and treat objects as a general implicit surface

Simulation Generates Hit Events
Boolean

Should 'Hit' events fire when this object collides during physics simulation.

Position Solver Iteration Count
Byte

[PhysX Only] This physics body's solver iteration count for position. Increasing this will be more CPU intensive, but better stabilized.

Velocity Solver Iteration Count
Byte

[PhysX Only] This physics body's solver iteration count for velocity. Increasing this will be more CPU intensive, but better stabilized.

Max Depenetration Velocity
Float

[PhysX Only] The maximum velocity used to depenetrate this object

Mass in Kg
Float

Mass of the body in KG. By default we compute this based on physical material and mass scale. @see bOverrideMass to set this directly

Linear Damping
Float

'Drag' force added to reduce linear movement

Angular Damping
Float

'Drag' force added to reduce angular movement

Center Of Mass Offset
Vector

User specified offset for the center of mass of this object, from the calculated location

Mass Scale
Float

Per-instance scaling of mass

Inertia Tensor Scale
Vector

Per-instance scaling of inertia (bigger number means it'll be harder to rotate)

Walkable Slope Override
Walkable Slope Override Structure

Custom walkable slope override setting for this instance. @see GetWalkableSlopeOverride(), SetWalkableSlopeOverride()

Phys Material Override
Physical Material Object Reference

Allows you to override the PhysicalMaterial to use for simple collision on this body.

Max Angular Velocity
Float

The maximum angular velocity for this instance [degrees/s]

Custom Sleep Threshold Multiplier
Float

If the SleepFamily is set to custom, multiply the natural sleep threshold by this amount. A higher number will cause the body to sleep sooner.

Stabilization Threshold Multiplier
Float

Stabilization factor for this body if Physics stabilization is enabled. A higher number will cause more aggressive stabilization at the risk of loss of momentum at low speeds. A value of 0 will disable stabilization for this body.

Simulate Physics
Boolean

If true, this body will use simulation. If false, will be 'fixed' (ie kinematic) and move where it is told. For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset. For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset.

Enable Gravity
Boolean

If object should have the force of gravity applied

Auto Weld
Boolean

If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root

Start Awake
Boolean

If object should start awake, or if it should initially be sleeping

Generate Wake Events
Boolean

Should 'wake/sleep' events fire when this object is woken up or put to sleep by the physics simulation.

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