Physics

Physics

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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

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Material

Material