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 SourcebEnableWorldGeometry
Declaration
public bool bEnableWorldGeometry
Field Value
Type | Description |
---|---|
System.Boolean |
bFreezeIncomingPoseOnStart
Declaration
public bool bFreezeIncomingPoseOnStart
Field Value
Type | Description |
---|---|
System.Boolean |
bOverrideWorldGravity
Declaration
public bool bOverrideWorldGravity
Field Value
Type | Description |
---|---|
System.Boolean |
bTransferBoneVelocities
Declaration
public bool bTransferBoneVelocities
Field Value
Type | Description |
---|---|
System.Boolean |
CachedBoundsScale
Declaration
public float CachedBoundsScale
Field Value
Type | Description |
---|---|
System.Single |
OverlapChannel
Declaration
public byte OverlapChannel
Field Value
Type | Description |
---|---|
System.Byte |
Properties
| Improve this Doc View SourceOverridePhysicsAsset
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 |