|
G1R AngelScript
Scripting reference for the Gothic 1 Remake
|
PhysicsAsset contains a set of rigid bodies and constraints that make up a single ragdoll. The asset is not limited to human ragdolls, and can be used for any physical simulation using bodies and constraints. A SkeletalMesh has a single PhysicsAsset, which allows for easily turning ragdoll physics on or off for many SkeletalMeshComponents The asset can be configured inside the Physics Asset Editor. More...
Public Member Functions | |
Physics|Constraints | |
| FConstraintInstanceAccessor | GetConstraintByName (FName ConstraintName) |
| Gets a constraint by its joint name. | |
| void | GetConstraints (bool bIncludesTerminated, TArray< FConstraintInstanceAccessor > &OutConstraints) |
| Gets all constraints. | |
| FConstraintInstanceAccessor | GetConstraintByBoneNames (FName Bone1Name, FName Bone2Name) |
| Gets a constraint by its joint name. | |
Functions | |
| void | SetbNotForDedicatedServer (bool Value) |
| If true, we skip instancing bodies for this PhysicsAsset on dedicated servers. | |
| 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 UObject | |
| static UClass | StaticClass () |
Public Attributes | |
Profiles | |
| TArray< FName > | ConstraintProfiles |
| TArray< FName > | PhysicalAnimationProfiles |
SolverSettings | |
| EPhysicsAssetSolverType | SolverType |
| Solver type used in physics asset editor. This can be used to make what you see in the asset editror more closely resembles what you see in game (though there will be differences owing to framerate variation etc). If your asset will primarily be used as a ragdoll select "World", but if it will be used in the AnimGraph select "RBAN". | |
| FPhysicsAssetSolverSettings | SolverSettings |
| Solver settings when the asset is used with a RigidBody Anim Node (RBAN). | |
Thumbnail | |
| UThumbnailInfo | ThumbnailInfo |
| Information for thumbnail rendering. | |
| 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 |
PhysicsAsset contains a set of rigid bodies and constraints that make up a single ragdoll. The asset is not limited to human ragdolls, and can be used for any physical simulation using bodies and constraints. A SkeletalMesh has a single PhysicsAsset, which allows for easily turning ragdoll physics on or off for many SkeletalMeshComponents The asset can be configured inside the Physics Asset Editor.
@see https://docs.unrealengine.com/InteractiveExperiences/Physics/PhysicsAssetEditor @see USkeletalMesh
| FConstraintInstanceAccessor GetConstraintByBoneNames | ( | FName | Bone1Name, |
| FName | Bone2Name ) |
Gets a constraint by its joint name.
| Bone1Name | name of the first bone in the joint |
| Bone2Name | name of the second bone in the joint |
| FConstraintInstanceAccessor GetConstraintByName | ( | FName | ConstraintName | ) |
Gets a constraint by its joint name.
| ConstraintName | name of the constraint |
| void GetConstraints | ( | bool | bIncludesTerminated, |
| TArray< FConstraintInstanceAccessor > & | OutConstraints ) |
Gets all constraints.
| OutConstraints | returned list of constraints matching the parameters |
| void SetbNotForDedicatedServer | ( | bool | Value | ) |
If true, we skip instancing bodies for this PhysicsAsset on dedicated servers.
|
static |
| FPhysicsAssetSolverSettings SolverSettings |
Solver settings when the asset is used with a RigidBody Anim Node (RBAN).
| EPhysicsAssetSolverType SolverType |
Solver type used in physics asset editor. This can be used to make what you see in the asset editror more closely resembles what you see in game (though there will be differences owing to framerate variation etc). If your asset will primarily be used as a ragdoll select "World", but if it will be used in the AnimGraph select "RBAN".
| UThumbnailInfo ThumbnailInfo |
Information for thumbnail rendering.