Choose your operating system:
Windows
macOS
Linux
Actions
Accumulate All Bodies Below Physics Blend Weight |
Accumulate AddPhysicsBlendWeight to physics blendweight for all of the bones below passed in bone to be simulated Target is Skeletal Mesh Component |
Add Angular Impulse in Degrees |
Add an angular impulse to a single rigid body. Good for one time instant burst. Target is Primitive Component |
Add Angular Impulse in Radians |
Add an angular impulse to a single rigid body. Good for one time instant burst. Target is Primitive Component |
Add Force |
Add a force to a single rigid body. This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force. Target is Primitive Component |
Add Force at Location |
Add a force to a single rigid body at a particular location in world space. This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force. Target is Primitive Component |
Add Force at Location Local |
Add a force to a single rigid body at a particular location. Both Force and Location should be in body space. This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force. Target is Primitive Component |
Add Force to All Bodies Below |
Add a force to all rigid bodies below. This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force. Target is Skeletal Mesh Component |
Add Impulse |
Add an impulse to a single rigid body. Good for one time instant burst. Target is Primitive Component |
Add Impulse at Location |
Add an impulse to a single rigid body at a specific location. Target is Primitive Component |
Add Impulse to All Bodies Below |
Add impulse to all single rigid bodies below. Good for one time instant burst. Target is Skeletal Mesh Component |
Add Radial Force |
Add a force to all bodies in this component, originating from the supplied world-space location. Target is Primitive Component |
Add Radial Impulse |
Add an impulse to all rigid bodies in this component, radiating out from the specified position. Target is Primitive Component |
Add Torque in Degrees |
Add a torque to a single rigid body. Target is Primitive Component |
Add Torque in Radians |
Add a torque to a single rigid body. Target is Primitive Component |
Add Velocity Change Impulse at Location |
Add an impulse to a single rigid body at a specific location. The Strength is taken as a change in angular velocity instead of an impulse (ie. mass will have no effect). Target is Primitive Component |
Break Constraint |
Break a constraint off a Gore mesh. Target is Skeletal Mesh Component |
Find Constraint Bone Name |
Find Constraint Name from index Target is Skeletal Mesh Component |
Get Angular Damping |
Returns the angular damping of this component. Target is Primitive Component |
Get Bone Linear Velocity |
Get Bone Linear Velocity Target is Skeletal Mesh Component |
Get Bone Mass |
Returns the mass (in kg) of the given bone Target is Skeletal Mesh Component |
Get Center Of Mass |
Get the center of mass of a single body. In the case of a welded body this will return the center of mass of the entire welded body (including its parent and children) Objects that are not simulated return (0,0,0) as they do not have COM Target is Primitive Component |
Get Constraint by Name |
Gets a constraint by its name Target is Skeletal Mesh Component |
Get Constraints |
Gets all the constraints Target is Skeletal Mesh Component |
Get Constraints from Body |
Gets all the constraints attached to a body Target is Skeletal Mesh Component |
Get Current Joint Angles |
Gets the current Angular state for a named bone constraint Target is Skeletal Mesh Component |
Get Inertia Tensor |
Returns the inertia tensor of this component in kg cm^2. The inertia tensor is in local component space. Target is Primitive Component |
Get Linear Damping |
Returns the linear damping of this component. Target is Primitive Component |
Get Mass |
Returns the mass of this component in kg. Target is Primitive Component |
Get Mass Scale |
Returns the mass scale used to calculate the mass of a single physics body Target is Primitive Component |
Get Normalized Compression Scalar |
Returns the spring compression as a normalized scalar along spring direction. 0 implies spring is at rest 1 implies fully compressed Target is Physics Spring Component |
Get Physics Angular Velocity in Degrees |
Get the angular velocity of a single body, in degrees per second. Target is Primitive Component |
Get Physics Angular Velocity in Radians |
Get the angular velocity of a single body, in radians per second. Target is Primitive Component |
Get Physics Linear Velocity |
Get the linear velocity of a single body. Target is Primitive Component |
Get Physics Linear Velocity at Point |
Get the linear velocity of a point on a single body. Target is Primitive Component |
Get Skeletal Center Of Mass |
Returns the center of mass of the skeletal mesh, instead of the root body's location Target is Skeletal Mesh Component |
Get Spring Current End Point |
Returns the spring current end point in world space. Target is Physics Spring Component |
Get Spring Direction |
Returns the spring direction from start to resting point Target is Physics Spring Component |
Get Spring Resting Point |
Returns the spring resting point in world space. Target is Physics Spring Component |
Get Walkable Slope Override |
Returns the slope override struct for this component. Target is Primitive Component |
Is Any Rigid Body Awake |
Returns if any body in this component is currently awake and simulating. Target is Primitive Component |
Is Any Simulating Physics |
Returns whether the specified body is currently using physics simulation Target is Scene Component |
Is Body Gravity Enabled |
Checks whether or not gravity is enabled on the given bone. NAME_None indicates the root body should be queried. If the bone name given is otherwise invalid, false is returned. Target is Skeletal Mesh Component |
Is Gravity Enabled |
Returns whether this component is affected by gravity. Returns always false if the component is not simulated. Target is Primitive Component |
Is Simulating Physics |
Returns whether the specified body is currently using physics simulation Target is Scene Component |
Put Rigid Body to Sleep |
Force a single body back to sleep. Target is Primitive Component |
Raycast Single |
Raycast Single Target is Geometry Collection Actor |
Reset All Bodies Simulate Physics |
Allows you to reset bodies Simulate state based on where bUsePhysics is set to true in the BodySetup. Target is Skeletal Mesh Component |
Scale by Moment Of Inertia |
Scales the given vector by the world space moment of inertia. Useful for computing the torque needed to rotate an object. Target is Primitive Component |
Set All Bodies Below Linear Velocity |
set the linear velocity of the child bodies to match that of the given parent bone Target is Skeletal Mesh Component |
Set All Bodies Below Physics Blend Weight |
Set all of the bones below passed in bone to be simulated Target is Skeletal Mesh Component |
Set All Bodies Below Physics Disabled |
[WARNING: Chaos Only] Set all of the bones below passed in bone to be disabled or not for the associated physics solver Bodies will not be colliding or be part of the physics simulation. This is different from SetAllBodiesBelowSimulatePhysics that changes bodies to Kinematic/simulated Target is Skeletal Mesh Component |
Set All Bodies Below Simulate Physics |
Set all of the bones below passed in bone to be simulated Target is Skeletal Mesh Component |
Set All Bodies Physics Blend Weight |
Set All Bodies Physics Blend Weight Target is Skeletal Mesh Component |
Set All Bodies Simulate Physics |
Set bSimulatePhysics to true for all bone bodies. Does not change the component bSimulatePhysics flag. Target is Skeletal Mesh Component |
Set All Mass Scale |
Change the mass scale used fo all bodies in this component Target is Primitive Component |
Set All Motors Angular Drive Params |
Set Angular Drive motors params for all constraint instances Target is Skeletal Mesh Component |
Set All Motors Angular Position Drive |
Enable or Disable AngularPositionDrive. If motor is in SLERP mode it will be turned on if either EnableSwingDrive OR EnableTwistDrive are enabled. In Twist and Swing mode the twist and the swing can be controlled individually. Target is Skeletal Mesh Component |
Set All Motors Angular Velocity Drive |
Enable or Disable AngularVelocityDrive. If motor is in SLERP mode it will be turned on if either EnableSwingDrive OR EnableTwistDrive are enabled. In Twist and Swing mode the twist and the swing can be controlled individually. Target is Skeletal Mesh Component |
Set All Physics Angular Velocity in Degrees |
Set the angular velocity of all bodies in this component. Target is Primitive Component |
Set All Physics Angular Velocity in Radians |
Set the angular velocity of all bodies in this component. Target is Primitive Component |
Set All Physics Linear Velocity |
Set the linear velocity of all bodies in this component. Target is Primitive Component |
Set All Use CCD |
Set whether all bodies in this component should use Continuous Collision Detection Target is Primitive Component |
Set Angular Damping |
Sets the angular damping of this component. Target is Primitive Component |
Set Angular Limits |
Sets the Angular Motion Ranges for a named constraint Target is Skeletal Mesh Component |
Set Body Notify Rigid Body Collision |
Changes the value of bNotifyRigidBodyCollision for a given body Target is Skeletal Mesh Component |
Set Center Of Mass |
Set the center of mass of a single body. This will offset the physx-calculated center of mass. Note that in the case where multiple bodies are attached together, the center of mass will be set for the entire group. Target is Primitive Component |
Set Constraint Mode |
Sets the constraint mode of the component. Target is Primitive Component |
Set Constraint Profile |
Sets the constraint profile properties (limits, motors, etc...) to match the constraint profile as defined in the physics asset. If profile name is not found the joint is set to use the default constraint profile. Target is Skeletal Mesh Component |
Set Constraint Profile for All |
Sets the constraint profile properties (limits, motors, etc...) to match the constraint profile as defined in the physics asset for all constraints. If profile name is not found the joint is set to use the default constraint profile. Target is Skeletal Mesh Component |
Set Enable Body Gravity |
Enables or disables gravity for the given bone. NAME_None indicates the root body will be edited. If the bone name given is otherwise invalid, nothing happens. Target is Skeletal Mesh Component |
Set Enable Gravity |
Enables/disables whether this component is affected by gravity. This applies only to components with bSimulatePhysics set to true. Target is Primitive Component |
Set Enable Gravity on All Bodies Below |
Enables or disables gravity to all bodies below the given bone. NAME_None indicates all bodies will be edited. In that case, consider using UPrimitiveComponent::EnableGravity. Target is Skeletal Mesh Component |
Set Enable Physics Blending |
Disable physics blending of bones * Target is Skeletal Mesh Component |
Set Linear Damping |
Sets the linear damping of this component. Target is Primitive Component |
Set Mass Override in Kg |
Override the mass (in Kg) of a single physics body. Note that in the case where multiple bodies are attached together, the override mass will be set for the entire group. Set the Override Mass to false if you want to reset the body's mass to the auto-calculated physx mass. Target is Primitive Component |
Set Mass Scale |
Change the mass scale used to calculate the mass of a single physics body Target is Primitive Component |
Set Notify Breaks |
Changes whether or not this component will get future break notifications. Target is Geometry Collection Component |
Set Notify Removals |
Changes whether or not this component will get future removal notifications. Target is Geometry Collection Component |
Set Notify Rigid Body Collision |
Changes the value of bNotifyRigidBodyCollision Target is Primitive Component |
Set Notify Rigid Body Collision Below |
Changes the value of bNotifyRigidBodyCollision on all bodies below a given bone Target is Skeletal Mesh Component |
Set PhysicalMaterial Override |
Changes the current PhysMaterialOverride for this component. Note that if physics is already running on this component, this will not alter its mass/inertia etc, it will only change its surface properties like friction. Target is Primitive Component |
Set Physics Angular Velocity in Degrees |
Set the angular velocity of a single body. This should be used cautiously - it may be better to use AddTorque or AddImpulse. Target is Primitive Component |
Set Physics Angular Velocity in Radians |
Set the angular velocity of a single body. This should be used cautiously - it may be better to use AddTorque or AddImpulse. Target is Primitive Component |
Set Physics Blend Weight |
This is global set up for setting physics blend weight This does multiple things automatically If PhysicsBlendWeight == 1.f, it will enable Simulation, and if PhysicsBlendWeight == 0.f, it will disable Simulation. Also it will respect each body's setup, so if the body is fixed, it won't simulate. Vice versa So if you'd like all bodies to change manually, do not use this function, but SetAllBodiesPhysicsBlendWeight Target is Skeletal Mesh Component |
Set Physics Linear Velocity |
Set the linear velocity of a single body. This should be used cautiously - it may be better to use AddForce or AddImpulse. Target is Primitive Component |
Set Physics Max Angular Velocity in Degrees |
Set the maximum angular velocity of a single body. Target is Primitive Component |
Set Physics Max Angular Velocity in Radians |
Set the maximum angular velocity of a single body. Target is Primitive Component |
Set Simulate Physics |
Sets whether or not a single body should use physics simulation, or should be 'fixed' (kinematic). Note that if this component is currently attached to something, beginning simulation will detach it. Target is Primitive Component |
Set Use CCD |
Set whether this component should use Continuous Collision Detection Target is Primitive Component |
Set Walkable Slope Override |
Sets a new slope override for this component instance. Target is Primitive Component |
Term Bodies Below |
Terminate physics on all bodies below the named bone, effectively disabling collision forever. If you terminate, you won't be able to re-init later. Target is Skeletal Mesh Component |
Wake All Rigid Bodies |
Ensure simulation is running for all bodies in this component. Target is Primitive Component |
Wake Rigid Body |
'Wake' physics simulation for a single body. Target is Primitive Component |
Categories
Components |
Components |
Constraints |
Constraints |
Material |
Material |