Class PhysicalAnimationComponent
Physical Animation Component
Inheritance
System.Object
PhysicalAnimationComponent
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Assembly: UE4DotNet.dll
Syntax
public class PhysicalAnimationComponent : ActorComponent
Properties
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static PhysicalAnimationComponent DefaultObject { get; }
Property Value
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SkeletalMeshComponent
Declaration
public SkeletalMeshComponent SkeletalMeshComponent { get; set; }
Property Value
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
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StrengthMultiplyer
Multiplies the strength of any active motors. (can blend from 0-1 for example)
Declaration
public float StrengthMultiplyer { get; }
Property Value
Type |
Description |
System.Single |
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Methods
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ApplyPhysicalAnimationProfileBelow(Name, Name, Boolean, Boolean)
Applies the physical animation profile to the body given and all bodies below.
Declaration
public void ApplyPhysicalAnimationProfileBelow(Name BodyName, Name ProfileName, bool bIncludeSelf, bool bClearNotFound)
Parameters
Type |
Name |
Description |
Name |
BodyName |
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Name |
ProfileName |
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System.Boolean |
bIncludeSelf |
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System.Boolean |
bClearNotFound |
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ApplyPhysicalAnimationSettings(Name, PhysicalAnimationData)
Applies the physical animation settings to the body given.
Declaration
public void ApplyPhysicalAnimationSettings(Name BodyName, PhysicalAnimationData PhysicalAnimationData)
Parameters
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ApplyPhysicalAnimationSettingsBelow(Name, PhysicalAnimationData, Boolean)
Applies the physical animation settings to the body given and all bodies below.
Declaration
public void ApplyPhysicalAnimationSettingsBelow(Name BodyName, PhysicalAnimationData PhysicalAnimationData, bool bIncludeSelf)
Parameters
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GetBodyTargetTransform(Name)
Returns the target transform for the given body. If physical animation component is not controlling this body, returns its current transform.
Declaration
public Transform GetBodyTargetTransform(Name BodyName)
Parameters
Type |
Name |
Description |
Name |
BodyName |
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Returns
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New(UObject, Name)
Spawn an object of this class
Declaration
public static PhysicalAnimationComponent New(UObject obj = null, Name name = default(Name))
Parameters
Returns
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SetSkeletalMeshComponent(SkeletalMeshComponent)
Sets the skeletal mesh we are driving through physical animation. Will erase any existing physical animation data.
Declaration
public void SetSkeletalMeshComponent(SkeletalMeshComponent InSkeletalMeshComponent)
Parameters
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SetStrengthMultiplyer(Single)
Updates strength multiplyer and any active motors
Declaration
public void SetStrengthMultiplyer(float InStrengthMultiplyer)
Parameters
Type |
Name |
Description |
System.Single |
InStrengthMultiplyer |
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Operators
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Implicit(IntPtr to PhysicalAnimationComponent)
Convert from IntPtr to UObject
Declaration
public static implicit operator PhysicalAnimationComponent(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
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Returns