G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UBodySetup Class Reference

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

Detailed Description

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

Member Function Documentation

◆ SetbConsiderForBounds()

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.

◆ SetbDoubleSidedGeometry()

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.

◆ SetbNeverNeedsCookedCollisionData()

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.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AggGeom

FKAggregateGeom AggGeom

Simplified collision representation of this.

◆ DefaultInstance

FBodyInstance DefaultInstance

Default properties of the body instance, copied into objects on instantiation, was URB_BodyInstance.

◆ PhysMaterial

UPhysicalMaterial PhysMaterial

Physical material to use for simple collision on this body. Encodes information about density, friction etc.

◆ WalkableSlopeOverride

FWalkableSlopeOverride WalkableSlopeOverride

Custom walkable slope setting for this body.