Class PhysicsAssetEditorOptions
Physics Asset Editor Options
Inheritance
System.Object
PhysicsAssetEditorOptions
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 PhysicsAssetEditorOptions : UObject
Properties
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bRenderOnlySelectedConstraints
Declaration
public bool bRenderOnlySelectedConstraints { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bResetClothWhenSimulating
Declaration
public bool bResetClothWhenSimulating { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bShowConstraintsAsPoints
Declaration
public bool bShowConstraintsAsPoints { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bSolidRenderingForSelectedOnly
Declaration
public bool bSolidRenderingForSelectedOnly { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bUpdateJointsFromAnimation
Declaration
public bool bUpdateJointsFromAnimation { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bUseGravityOverride
Declaration
public bool bUseGravityOverride { get; set; }
Property Value
Type |
Description |
System.Boolean |
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CollisionOpacity
Opacity of 'solid' rendering
Declaration
public float CollisionOpacity { get; set; }
Property Value
Type |
Description |
System.Single |
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ConstraintDrawSize
Controls how large constraints are drawn in Physics Asset Editor
Declaration
public float ConstraintDrawSize { get; set; }
Property Value
Type |
Description |
System.Single |
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static PhysicsAssetEditorOptions DefaultObject { get; }
Property Value
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GravityOverrideZ
Gravity override used in the simulation
Declaration
public float GravityOverrideZ { get; set; }
Property Value
Type |
Description |
System.Single |
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GravScale
Scale factor for the gravity used in the simulation
Declaration
public float GravScale { get; set; }
Property Value
Type |
Description |
System.Single |
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HandleAngularDamping
Angular damping of mouse spring forces
Declaration
public float HandleAngularDamping { get; set; }
Property Value
Type |
Description |
System.Single |
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HandleAngularStiffness
Angular stiffness of mouse spring forces
Declaration
public float HandleAngularStiffness { get; set; }
Property Value
Type |
Description |
System.Single |
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HandleLinearDamping
Linear damping of mouse spring forces
Declaration
public float HandleLinearDamping { get; set; }
Property Value
Type |
Description |
System.Single |
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HandleLinearStiffness
Linear stiffness of mouse spring forces
Declaration
public float HandleLinearStiffness { get; set; }
Property Value
Type |
Description |
System.Single |
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InterpolationSpeed
How quickly we interpolate the physics target transform for mouse spring forces
Declaration
public float InterpolationSpeed { get; set; }
Property Value
Type |
Description |
System.Single |
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MaxFPS
Max FPS for simulation in PhysicsAssetEditor. This is helpful for targeting the same FPS as your game. -1 means disabled
Declaration
public int MaxFPS { get; set; }
Property Value
Type |
Description |
System.Int32 |
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PhysicsBlend
Lets you manually control the physics/animation
Declaration
public float PhysicsBlend { get; set; }
Property Value
Type |
Description |
System.Single |
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PhysicsUpdateMode
Determines whether simulation of root body updates component transform
Declaration
public byte PhysicsUpdateMode { get; set; }
Property Value
Type |
Description |
System.Byte |
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PokeBlendTime
Time taken to blend from physics to animation.
Declaration
public float PokeBlendTime { get; set; }
Property Value
Type |
Description |
System.Single |
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PokePauseTime
Time between poking ragdoll and starting to blend back.
Declaration
public float PokePauseTime { get; set; }
Property Value
Type |
Description |
System.Single |
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PokeStrength
Strength of the impulse used when poking with left mouse button
Declaration
public float PokeStrength { get; set; }
Property Value
Type |
Description |
System.Single |
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
Methods
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New(UObject, Name)
Spawn an object of this class
Declaration
public static PhysicsAssetEditorOptions New(UObject obj = null, Name name = default(Name))
Parameters
Returns
Operators
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Implicit(IntPtr to PhysicsAssetEditorOptions)
Convert from IntPtr to UObject
Declaration
public static implicit operator PhysicsAssetEditorOptions(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
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Returns