Show / Hide Table of Contents

Struct AnimNode_RigidBody

Controller that simulates physics based on the physics asset of the skeletal mesh component

Inherited Members
System.ValueType.Equals(System.Object)
System.ValueType.GetHashCode()
System.ValueType.ToString()
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.AnimGraphRuntime
Assembly: UE4DotNet.dll
Syntax
public struct AnimNode_RigidBody

Fields

| Improve this Doc View Source

bEnableWorldGeometry

Declaration
public bool bEnableWorldGeometry
Field Value
Type Description
System.Boolean
| Improve this Doc View Source

bFreezeIncomingPoseOnStart

Declaration
public bool bFreezeIncomingPoseOnStart
Field Value
Type Description
System.Boolean
| Improve this Doc View Source

bOverrideWorldGravity

Declaration
public bool bOverrideWorldGravity
Field Value
Type Description
System.Boolean
| Improve this Doc View Source

bTransferBoneVelocities

Declaration
public bool bTransferBoneVelocities
Field Value
Type Description
System.Boolean
| Improve this Doc View Source

CachedBoundsScale

Declaration
public float CachedBoundsScale
Field Value
Type Description
System.Single
| Improve this Doc View Source

OverlapChannel

Declaration
public byte OverlapChannel
Field Value
Type Description
System.Byte

Properties

| Improve this Doc View Source

OverridePhysicsAsset

Physics asset to use. If empty use the skeletal mesh's default physics asset

Declaration
public PhysicsAsset OverridePhysicsAsset { get; set; }
Property Value
Type Description
PhysicsAsset
  • Improve this Doc
  • View Source
Back to top Generated by DocFX