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

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

Detailed Description

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

Member Function Documentation

◆ GetConstraintByBoneNames()

FConstraintInstanceAccessor GetConstraintByBoneNames ( FName Bone1Name,
FName Bone2Name )

Gets a constraint by its joint name.

Parameters
Bone1Namename of the first bone in the joint
Bone2Namename of the second bone in the joint
Returns
ConstraintInstance accessor to the constraint data

◆ GetConstraintByName()

FConstraintInstanceAccessor GetConstraintByName ( FName ConstraintName)

Gets a constraint by its joint name.

Parameters
ConstraintNamename of the constraint
Returns
ConstraintInstance accessor to the constraint data

◆ GetConstraints()

void GetConstraints ( bool bIncludesTerminated,
TArray< FConstraintInstanceAccessor > & OutConstraints )

Gets all constraints.

Parameters
OutConstraintsreturned list of constraints matching the parameters

◆ SetbNotForDedicatedServer()

void SetbNotForDedicatedServer ( bool Value)

If true, we skip instancing bodies for this PhysicsAsset on dedicated servers.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ ConstraintProfiles

TArray<FName> ConstraintProfiles

◆ PhysicalAnimationProfiles

TArray<FName> PhysicalAnimationProfiles

◆ SolverSettings

Solver settings when the asset is used with a RigidBody Anim Node (RBAN).

◆ 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".

◆ ThumbnailInfo

UThumbnailInfo ThumbnailInfo

Information for thumbnail rendering.