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Class PhysicalAnimationComponent

Physical Animation Component

Inheritance
System.Object
UObject
ActorComponent
PhysicalAnimationComponent
Inherited Members
ActorComponent.RegisterComponent()
ActorComponent.UnregisterComponent()
ActorComponent.ReceiveBeginPlay
ActorComponent.ReceiveEndPlay
ActorComponent.ReceiveTick
ActorComponent.Activate(Boolean)
ActorComponent.AddTickPrerequisiteActor(Actor)
ActorComponent.AddTickPrerequisiteComponent(ActorComponent)
ActorComponent.ComponentHasTag(Name)
ActorComponent.Deactivate()
ActorComponent.GetComponentTickInterval()
ActorComponent.GetOwner()
ActorComponent.IsActive()
ActorComponent.IsBeingDestroyed()
ActorComponent.IsComponentTickEnabled()
ActorComponent.K2_DestroyComponent(UObject)
ActorComponent.RemoveTickPrerequisiteActor(Actor)
ActorComponent.RemoveTickPrerequisiteComponent(ActorComponent)
ActorComponent.SetActive(Boolean, Boolean)
ActorComponent.SetAutoActivate(Boolean)
ActorComponent.SetComponentTickEnabled(Boolean)
ActorComponent.SetComponentTickInterval(Single)
ActorComponent.SetIsReplicated(Boolean)
ActorComponent.SetTickableWhenPaused(Boolean)
ActorComponent.SetTickGroup(Byte)
ActorComponent.ToggleActive()
ActorComponent.PrimaryComponentTick
ActorComponent.AssetUserData
ActorComponent.bReplicates
ActorComponent.bNetAddressable
ActorComponent.bAutoActivate
ActorComponent.bIsActive
ActorComponent.bEditableWhenInherited
ActorComponent.bCanEverAffectNavigation
ActorComponent.bIsEditorOnly
ActorComponent.bIsVisualizationComponent
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
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)
Namespace: UE4.Engine
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
Type Description
PhysicalAnimationComponent
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SkeletalMeshComponent

Skeletal Mesh Component

Declaration
public SkeletalMeshComponent SkeletalMeshComponent { get; set; }
Property Value
Type Description
SkeletalMeshComponent
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
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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

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
Name ProfileName
System.Boolean bIncludeSelf
System.Boolean bClearNotFound
Remarks

@param BodyName The body from which we'd like to start applying the physical animation profile. Finds all bodies below in the skeleton hierarchy. None implies all bodies @param ProfileName The physical animation profile we'd like to apply. For each body in the physics asset we search for physical animation settings with this name. @param bIncludeSelf Whether to include the provided body name in the list of bodies we act on (useful to ignore for cases where a root has multiple children) @param bClearNotFound If true, bodies without the given profile name will have any existing physical animation settings cleared. If false, bodies without the given profile name are left untouched.

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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
Type Name Description
Name BodyName
PhysicalAnimationData PhysicalAnimationData
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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
Type Name Description
Name BodyName
PhysicalAnimationData PhysicalAnimationData
System.Boolean bIncludeSelf
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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
Returns
Type Description
Transform
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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
Type Name Description
UObject obj
Name name
Returns
Type Description
PhysicalAnimationComponent
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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
Type Name Description
SkeletalMeshComponent InSkeletalMeshComponent
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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

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
Returns
Type Description
PhysicalAnimationComponent
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