|
G1R AngelScript
Scripting reference for the Gothic 1 Remake
|
BodySetup contains all collision information that is associated with a single asset. A single BodySetup instance is shared among many BodyInstances so that geometry data is not duplicated. Assets typically implement a GetBodySetup function that is used during physics state creation. More...
Public Member Functions | |
Functions | |
| void | SetbDoubleSidedGeometry (bool Value) |
| If true, the physics triangle mesh will use double sided faces when doing scene queries. This is useful for planes and single sided meshes that need traces to work on both sides. | |
| void | SetbNeverNeedsCookedCollisionData (bool Value) |
| TODO Chaos this is to opt out of CreatePhysicsMeshes for certain meshes Better long term mesh is to not call CreatePhysicsMeshes until it is known there is a mesh instance that needs it. | |
| void | SetbConsiderForBounds (bool Value) |
| Should this BodySetup be considered for the bounding box of the PhysicsAsset (and hence SkeletalMeshComponent). There is a speed improvement from having less BodySetups processed each frame when updating the bounds. | |
| Public Member Functions inherited from UObject | |
| bool | MarkPackageDirty () const |
| void | RemoveFromRoot () |
| bool | GetIsRooted () const |
| bool | IsTransient () const |
| bool | Modify (bool bAlwaysMarkDirty=true) |
| void | SetTransactional (bool bTransactional) |
| bool | IsSupportedForNetworking () const |
| UClass | GetClass () const |
| UObject | GetOuter () const |
| UObject | GetTypedOuter (TSubclassOf< UObject > Target) const |
| Traverses the outer chain searching for the next object of a certain type. | |
| UPackage | GetOutermost () const |
| UPackage | GetPackage () const |
| void | AddToRoot () |
| UWorld | GetWorld () const |
| FName | GetName () const |
| FString | GetFullName (const UObject StopOuter=nullptr) const |
| FString | GetPathName (const UObject StopOuter=nullptr) const |
| bool | IsA (const UClass Class) const |
| Returns true if this object is of the specified type, or a child of that type. | |
| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UBodySetupCore | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
BodySetup | |
| FKAggregateGeom | AggGeom |
| Simplified collision representation of this. | |
Collision | |
| FBodyInstance | DefaultInstance |
| Default properties of the body instance, copied into objects on instantiation, was URB_BodyInstance. | |
Physics | |
| FWalkableSlopeOverride | WalkableSlopeOverride |
| Custom walkable slope setting for this body. | |
| UPhysicalMaterial | PhysMaterial |
| Physical material to use for simple collision on this body. Encodes information about density, friction etc. | |
| Public Attributes inherited from UBodySetupCore | |
| ECollisionTraceFlag | CollisionTraceFlag |
| Collision Trace behavior - by default, it will keep simple(convex)/complex(per-poly) separate *. | |
| EBodyCollisionResponse | CollisionReponse |
| Collision Type for this body. This eventually changes response to collision to others *. | |
| EPhysicsType | PhysicsType |
| If simulated it will use physics, if kinematic it will not be affected by physics, but can interact with physically simulated bodies. Default will inherit from OwnerComponent's behavior. | |
| Public Attributes inherited from UObject | |
| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |
BodySetup contains all collision information that is associated with a single asset. A single BodySetup instance is shared among many BodyInstances so that geometry data is not duplicated. Assets typically implement a GetBodySetup function that is used during physics state creation.
@see GetBodySetup @see FBodyInstance
| void SetbConsiderForBounds | ( | bool | Value | ) |
Should this BodySetup be considered for the bounding box of the PhysicsAsset (and hence SkeletalMeshComponent). There is a speed improvement from having less BodySetups processed each frame when updating the bounds.
| void SetbDoubleSidedGeometry | ( | bool | Value | ) |
If true, the physics triangle mesh will use double sided faces when doing scene queries. This is useful for planes and single sided meshes that need traces to work on both sides.
| void SetbNeverNeedsCookedCollisionData | ( | bool | Value | ) |
TODO Chaos this is to opt out of CreatePhysicsMeshes for certain meshes Better long term mesh is to not call CreatePhysicsMeshes until it is known there is a mesh instance that needs it.
|
static |
| FKAggregateGeom AggGeom |
Simplified collision representation of this.
| FBodyInstance DefaultInstance |
Default properties of the body instance, copied into objects on instantiation, was URB_BodyInstance.
| UPhysicalMaterial PhysMaterial |
Physical material to use for simple collision on this body. Encodes information about density, friction etc.
| FWalkableSlopeOverride WalkableSlopeOverride |
Custom walkable slope setting for this body.