| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/PhysicsEngine/PhysicsAsset.h |
Include |
#include "PhysicsEngine/PhysicsAsset.h" |
class UPhysicsAsset :
public UObject,
public IInterface_PreviewMeshProvider
PhysicsAsset contains a set of rigid bodies and constraints that make up a single ragdoll. The asset is not limited to human ragdolls, and can be used for any physical simulation using bodies and constraints. A SkeletalMesh has a single PhysicsAsset, which allows for easily turning ragdoll physics on or off for many SkeletalMeshComponents The asset can be configured inside the Physics Asset Editor.
Name | Description | ||
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uint8: 1 |
bNotForDedicatedServer |
If true, we skip instancing bodies for this PhysicsAsset on dedicated servers |
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BodySetupIndexMap |
This caches the BodySetup Index by BodyName to speed up FindBodyIndex |
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TArray< int32 > |
BoundsBodies |
Index of bodies that are marked bConsiderForBounds |
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CollisionDisableTable |
Table indicating which pairs of bodies have collision disabled between them. |
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ConstraintProfiles |
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ConstraintSetup |
Array of RB_ConstraintSetup objects. |
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CurrentConstraintProfileName |
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CurrentPhysicalAnimationProfileName |
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PhysicalAnimationProfiles |
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TSoftObjectPtr<... |
PreviewSkeletalMesh |
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SkeletalBodySetups |
Array of SkeletalBodySetup objects. |
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SolverIterations |
Old solver settings shown for reference. |
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SolverSettings |
Solver settings when the asset is used with a RigidBody Anim Node (RBAN). |
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EPhysicsAssetSo... |
SolverType |
Solver type used in physics asset editor. |
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TObjectPtr< cla... |
ThumbnailInfo |
Information for thumbnail rendering |
Name | Description | |
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UPhysicsAsset ( |
Name | Description | ||
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void |
BodyFindConstraints ( |
Find all the constraints that are connected to a particular body. |
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FBox |
CalcAABB ( |
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bool |
CanCalculateValidAABB ( |
Check if the Bounds can be calculate for the specified MeshComponent. |
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void |
ClearAllPhysicsMeshes() |
Clears physics meshes from all bodies |
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void |
DeclareConstructClasses ( |
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void |
DisableCollision ( |
Disable collsion between the bodies specified by index. |
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void |
DrawConstraints ( |
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void |
EnableCollision ( |
Enable collsion between the bodies specified by index. |
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int32 |
FindBodyIndex ( |
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FindConstraintBoneName ( |
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int32 |
FindConstraintIndex ( |
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int32 |
FindConstraintIndex |
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int32 |
FindControllingBodyIndex ( |
Find the index of the physics bone that is controlling this graphics bone. |
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int32 |
FindMirroredBone ( |
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int32 |
FindParentBodyIndex ( |
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void |
GetBodyIndicesBelow ( |
Utility for getting indices of all bodies below (and including) the one with the supplied name. |
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void |
GetCollisionMesh ( |
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FConstraintI... |
GetConstraintByBoneNames |
Gets a constraint by its joint name |
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FConstraintI... |
GetConstraintByName ( |
Gets a constraint by its joint name |
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FConstraintI... |
GetConstraintInstanceAccessorByIndex ( |
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FConstraintI... |
GetConstraintInstanceByIndex ( |
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const TArray... |
GetConstraintProfileNames() |
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void |
GetConstraints ( |
Gets all constraints |
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void |
GetNearestBodyIndicesBelow ( |
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const TArray... |
GetPhysicalAnimationProfileNames() |
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ECollisionEn... |
GetPrimitiveCollision ( |
Get the per-primitive collision filtering mode for a body. |
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bool |
GetPrimitiveContributeToMass ( |
Get whether or not a primitive volume contributes to the mass of the object. |
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void |
GetUsedMaterials ( |
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void |
InvalidateAllPhysicsMeshes() |
Invalidates physics meshes from all bodies. Data will be rebuilt completely. |
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bool |
IsCollisionEnabled ( |
Check whether the two bodies specified are enabled for collision. |
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void |
RefreshPhysicsAssetChange() |
Update skeletal meshes when physics asset changes |
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void |
SetPrimitiveCollision ( |
Get the per-primitive collision filtering mode for a body. |
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void |
SetPrimitiveContributeToMass ( |
Set whether or not a primitive volume contributes to the mass of the object. |
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void |
UpdateBodySetupIndexMap() |
Update the BodySetup Array Index Map. |
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void |
UpdateBoundsBodiesArray() |
Update the BoundsBodies array and cache the indices of bodies marked with bConsiderForBounds to BoundsBodies array. |
Name | Description | ||
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void |
GetAssetRegistryTags ( |
Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects |
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GetDesc() |
Returns a one line description of an object for viewing in the thumbnail view of the generic browser |
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void |
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 |
Generic function to validate objects during changelist validations, etc. |
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void |
PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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void |
PostEditUndo() |
Called after applying a transaction to the object. |
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void |
PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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void |
PreEditChange ( |
This is called when a property is about to be modified externally |
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void |
Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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USkeletalMes... |
GetPreviewMesh() |
Get the preview mesh for this asset |
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void |
SetPreviewMesh ( |
IPreviewMeshProviderInterface interface |
Name |
Description |
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FRefreshPhysicsAssetChangeDelegate |
Delegate fired when physics asset changes |
Name |
Description |
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OnRefreshPhysicsAssetChange |
Name | Description | ||
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TObjectPtr< cla... |
DefaultSkelMesh_DEPRECATED |
Default skeletal mesh to use when previewing this PhysicsAsset etc. |