G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FBodyInstance Struct Reference

Container for a physics representation of an object. More...

Public Member Functions

Functions
void SetbOverrideMaxDepenetrationVelocity (bool Value)
 Whether this body instance has its own custom MaxDepenetrationVelocity.
bool Weld (FBodyInstance &TheirBody, FTransform TheirTM)
void UnWeld (FBodyInstance &TheirBI)
void SetUseCCD (bool bInUseCCD)
bool GetbUseCCD () const
 If true Continuous Collision Detection (CCD) will be used for this component.
void SetbUseCCD (bool Value)
 If true Continuous Collision Detection (CCD) will be used for this component.
void SetbUseMACD (bool Value)
 [EXPERIMENTAL] If true Motion-Aware Collision Detection (MACD) will be used for this component
bool GetbIgnoreAnalyticCollisions () const
 If true ignore analytic collisions and treat objects as a general implicit surface.
void SetbIgnoreAnalyticCollisions (bool Value)
 If true ignore analytic collisions and treat objects as a general implicit surface.
bool GetbNotifyRigidBodyCollision () const
 Should 'Hit' events fire when this object collides during physics simulation.
void SetbNotifyRigidBodyCollision (bool Value)
 Should 'Hit' events fire when this object collides during physics simulation.
bool GetbSmoothEdgeCollisions () const
 Remove unnecessary edge collisions to allow smooth sliding over surfaces composed of multiple actors/components. This is fairly expensive and should only be enabled on hero objects.
void SetbSmoothEdgeCollisions (bool Value)
 Remove unnecessary edge collisions to allow smooth sliding over surfaces composed of multiple actors/components. This is fairly expensive and should only be enabled on hero objects.
void SetbLockTranslation (bool Value)
 [Physx Only] When a Locked Axis Mode is selected, will lock translation on the specified axis
void SetbLockRotation (bool Value)
 [Physx Only] When a Locked Axis Mode is selected, will lock rotation to the specified axis
void SetbLockXTranslation (bool Value)
 [Physx Only] Lock translation along the X-axis
void SetbLockYTranslation (bool Value)
 [Physx Only] Lock translation along the Y-axis
void SetbLockZTranslation (bool Value)
 [Physx Only] Lock translation along the Z-axis
void SetbLockXRotation (bool Value)
 [Physx Only] Lock rotation about the X-axis
void SetbLockYRotation (bool Value)
 [Physx Only] Lock rotation about the Y-axis
void SetbLockZRotation (bool Value)
 [Physx Only] Lock rotation about the Z-axis
void SetbOverrideMaxAngularVelocity (bool Value)
 Override the default max angular velocity.
UBodySetup GetBodySetup () const
void SetbOverrideWalkableSlopeOnInstance (bool Value)
 Whether this instance of the object has its own custom walkable slope override setting.
bool GetbInertiaConditioning () const
 @brief Enable automatic inertia conditioning to stabilize constraints.
void SetbInertiaConditioning (bool Value)
 @brief Enable automatic inertia conditioning to stabilize constraints.
bool GetbOneWayInteraction () const
 If set to true, this body will treat bodies that do not have the flag set as having infinite mass.
void SetbOneWayInteraction (bool Value)
 If set to true, this body will treat bodies that do not have the flag set as having infinite mass.
bool GetbOverrideSolverAsyncDeltaTime () const
 Set the desired delta time for the body. *.
void SetbOverrideSolverAsyncDeltaTime (bool Value)
 Set the desired delta time for the body. *.
bool GetbSimulatePhysics () const
 If true, this body will use simulation. If false, will be 'fixed' (ie kinematic) and move where it is told. For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset. For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset.
void SetbSimulatePhysics (bool Value)
 If true, this body will use simulation. If false, will be 'fixed' (ie kinematic) and move where it is told. For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset. For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset.
void SetbOverrideMass (bool Value)
 If true, mass will not be automatically computed and you must set it directly.
bool GetbEnableGravity () const
 If object should have the force of gravity applied.
void SetbEnableGravity (bool Value)
 If object should have the force of gravity applied.
bool GetbUpdateKinematicFromSimulation () const
 When kinematic, whether the actor transform should be updated as a result of movement in the simulation, rather than immediately whenever a target transform is set.
void SetbUpdateKinematicFromSimulation (bool Value)
 When kinematic, whether the actor transform should be updated as a result of movement in the simulation, rather than immediately whenever a target transform is set.
bool GetbAutoWeld () const
 If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root.
void SetbAutoWeld (bool Value)
 If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root.
bool GetbStartAwake () const
 If object should start awake, or if it should initially be sleeping.
void SetbStartAwake (bool Value)
 If object should start awake, or if it should initially be sleeping.
bool GetbGenerateWakeEvents () const
 Should 'wake/sleep' events fire when this object is woken up or put to sleep by the physics simulation.
void SetbGenerateWakeEvents (bool Value)
 Should 'wake/sleep' events fire when this object is woken up or put to sleep by the physics simulation.
bool GetbUpdateMassWhenScaleChanges () const
 If true, it will update mass when scale change *.
void SetbUpdateMassWhenScaleChanges (bool Value)
 If true, it will update mass when scale change *.
Public Member Functions inherited from FBodyInstanceCore
bool GetbAutoWeld () const
 If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root.
bool GetbSimulatePhysics () const
 If true, this body will use simulation. If false, will be 'fixed' (ie kinematic) and move where it is told. For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset. For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset.
void SetbSimulatePhysics (bool Value)
 If true, this body will use simulation. If false, will be 'fixed' (ie kinematic) and move where it is told. For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset. For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset.
void SetbOverrideMass (bool Value)
 If true, mass will not be automatically computed and you must set it directly.
bool GetbEnableGravity () const
 If object should have the force of gravity applied.
void SetbEnableGravity (bool Value)
 If object should have the force of gravity applied.
bool GetbUpdateKinematicFromSimulation () const
 When kinematic, whether the actor transform should be updated as a result of movement in the simulation, rather than immediately whenever a target transform is set.
void SetbUpdateKinematicFromSimulation (bool Value)
 When kinematic, whether the actor transform should be updated as a result of movement in the simulation, rather than immediately whenever a target transform is set.
FBodyInstanceCore & opAssign (FBodyInstanceCore Other)
void SetbAutoWeld (bool Value)
 If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root.
bool GetbStartAwake () const
 If object should start awake, or if it should initially be sleeping.
void SetbStartAwake (bool Value)
 If object should start awake, or if it should initially be sleeping.
bool GetbGenerateWakeEvents () const
 Should 'wake/sleep' events fire when this object is woken up or put to sleep by the physics simulation.
void SetbGenerateWakeEvents (bool Value)
 Should 'wake/sleep' events fire when this object is woken up or put to sleep by the physics simulation.
bool GetbUpdateMassWhenScaleChanges () const
 If true, it will update mass when scale change *.
void SetbUpdateMassWhenScaleChanges (bool Value)
 If true, it will update mass when scale change *.

Public Attributes

Collision
UPhysicalMaterial PhysMaterialOverride
 Allows you to override the PhysicalMaterial to use for simple collision on this body.
Custom
FName CollisionProfileName
 Collision Profile Name *.
FCollisionResponse CollisionResponses
 Custom Channels for Responses.
ECollisionEnabled CollisionEnabled
 Type of collision enabled.
ECollisionChannel ObjectType
 Enum indicating what type of object this should be considered as when it moves.
Physics
uint8 PositionSolverIterationCount
 [PhysX Only] This physics body's solver iteration count for position. Increasing this will be more CPU intensive, but better stabilized.
uint8 VelocitySolverIterationCount
 [PhysX Only] This physics body's solver iteration count for velocity. Increasing this will be more CPU intensive, but better stabilized.
float32 SolverAsyncDeltaTime
 Override value for physics solver async delta time. With multiple actors specifying this, the solver will use the smallest delta time *.
EDOFMode DOFMode
 [Physx Only] Locks physical movement along specified axis.
ESleepFamily SleepFamily
 The set of values used in considering when put this body to sleep.
float32 MaxDepenetrationVelocity
 The maximum velocity used to depenetrate this object from others when spawned or teleported with initial overlaps (does not affect overlaps as a result of normal movement). A value of zero will allow objects that are spawned overlapping to go to sleep without moving rather than pop out of each other. E.g., use zero if you spawn dynamic rocks partially embedded in the ground and want them to be interactive but not pop out of the ground when touched. A negative value is equivalent to bOverrideMaxDepenetrationVelocity = false, meaning use the project setting. This overrides the CollisionInitialOverlapDepenetrationVelocity project setting on a per-body basis (and not the MaxDepenetrationVelocity solver setting that will be deprecated).
float32 LinearDamping
 'Drag' force added to reduce linear movement
float32 AngularDamping
 'Drag' force added to reduce angular movement
FVector CustomDOFPlaneNormal
 Locks physical movement along a custom plane for a given normal.
FVector COMNudge
 User specified offset for the center of mass of this object, from the calculated location.
float32 MassScale
 Per-instance scaling of mass.
FVector InertiaTensorScale
 Per-instance scaling of inertia (bigger number means it'll be harder to rotate).
FWalkableSlopeOverride WalkableSlopeOverride
 Custom walkable slope override setting for this instance. @see GetWalkableSlopeOverride(), SetWalkableSlopeOverride().
float32 MassInKgOverride
 Mass of the body in KG. By default we compute this based on physical material and mass scale. @see bOverrideMass to set this directly.
float32 MaxAngularVelocity
 The maximum angular velocity for this instance [degrees/s].
float32 CustomSleepThresholdMultiplier
 If the SleepFamily is set to custom, multiply the natural sleep threshold by this amount. A higher number will cause the body to sleep sooner.
float32 StabilizationThresholdMultiplier
 Stabilization factor for this body if Physics stabilization is enabled. A higher number will cause more aggressive stabilization at the risk of loss of momentum at low speeds. A value of 0 will disable stabilization for this body.
Variables
bool bOverrideSolverAsyncDeltaTime
bool bUseCCD
bool bIgnoreAnalyticCollisions
bool bNotifyRigidBodyCollision
bool bSmoothEdgeCollisions
bool bInertiaConditioning
bool bOneWayInteraction
const UBodySetup BodySetup
bool bSimulatePhysics
bool bEnableGravity
bool bUpdateKinematicFromSimulation
bool bAutoWeld
bool bStartAwake
bool bGenerateWakeEvents
bool bUpdateMassWhenScaleChanges
Public Attributes inherited from FBodyInstanceCore
bool bEnableGravity
bool bUpdateKinematicFromSimulation
bool bAutoWeld
bool bStartAwake
bool bGenerateWakeEvents
bool bUpdateMassWhenScaleChanges
bool bSimulatePhysics

Detailed Description

Container for a physics representation of an object.

Member Function Documentation

◆ GetbAutoWeld()

bool GetbAutoWeld ( ) const

If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root.

◆ GetbEnableGravity()

bool GetbEnableGravity ( ) const

If object should have the force of gravity applied.

◆ GetbGenerateWakeEvents()

bool GetbGenerateWakeEvents ( ) const

Should 'wake/sleep' events fire when this object is woken up or put to sleep by the physics simulation.

◆ GetbIgnoreAnalyticCollisions()

bool GetbIgnoreAnalyticCollisions ( ) const

If true ignore analytic collisions and treat objects as a general implicit surface.

◆ GetbInertiaConditioning()

bool GetbInertiaConditioning ( ) const

@brief Enable automatic inertia conditioning to stabilize constraints.

Inertia conitioning increases inertia when an object is long and thin and also when it has joints that are outside the collision shapes of the body. Increasing the inertia reduces the amount of rotation applied at joints which helps stabilize joint chains, especially when bodies are small. In principle you can get the same behaviour by setting the InertiaTensorScale appropriately, but this takes some of the guesswork out of it.

Note: This only changes the inertia used in the low-level solver. That inertia is not visible to the BodyInstance which will still report the inertia calculated from the mass, shapes, and InertiaTensorScale.

Note: When enabled, the effective inertia depends on the joints attached to the body so the inertia will change when joints are added or removed (automatically - no user action required).

◆ GetbNotifyRigidBodyCollision()

bool GetbNotifyRigidBodyCollision ( ) const

Should 'Hit' events fire when this object collides during physics simulation.

◆ GetBodySetup()

UBodySetup GetBodySetup ( ) const

◆ GetbOneWayInteraction()

bool GetbOneWayInteraction ( ) const

If set to true, this body will treat bodies that do not have the flag set as having infinite mass.

◆ GetbOverrideSolverAsyncDeltaTime()

bool GetbOverrideSolverAsyncDeltaTime ( ) const

Set the desired delta time for the body. *.

◆ GetbSimulatePhysics()

bool GetbSimulatePhysics ( ) const

If true, this body will use simulation. If false, will be 'fixed' (ie kinematic) and move where it is told. For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset. For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset.

◆ GetbSmoothEdgeCollisions()

bool GetbSmoothEdgeCollisions ( ) const

Remove unnecessary edge collisions to allow smooth sliding over surfaces composed of multiple actors/components. This is fairly expensive and should only be enabled on hero objects.

◆ GetbStartAwake()

bool GetbStartAwake ( ) const

If object should start awake, or if it should initially be sleeping.

◆ GetbUpdateKinematicFromSimulation()

bool GetbUpdateKinematicFromSimulation ( ) const

When kinematic, whether the actor transform should be updated as a result of movement in the simulation, rather than immediately whenever a target transform is set.

◆ GetbUpdateMassWhenScaleChanges()

bool GetbUpdateMassWhenScaleChanges ( ) const

If true, it will update mass when scale change *.

◆ GetbUseCCD()

bool GetbUseCCD ( ) const

If true Continuous Collision Detection (CCD) will be used for this component.

◆ SetbAutoWeld()

void SetbAutoWeld ( bool Value)

If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root.

◆ SetbEnableGravity()

void SetbEnableGravity ( bool Value)

If object should have the force of gravity applied.

◆ SetbGenerateWakeEvents()

void SetbGenerateWakeEvents ( bool Value)

Should 'wake/sleep' events fire when this object is woken up or put to sleep by the physics simulation.

◆ SetbIgnoreAnalyticCollisions()

void SetbIgnoreAnalyticCollisions ( bool Value)

If true ignore analytic collisions and treat objects as a general implicit surface.

◆ SetbInertiaConditioning()

void SetbInertiaConditioning ( bool Value)

@brief Enable automatic inertia conditioning to stabilize constraints.

Inertia conitioning increases inertia when an object is long and thin and also when it has joints that are outside the collision shapes of the body. Increasing the inertia reduces the amount of rotation applied at joints which helps stabilize joint chains, especially when bodies are small. In principle you can get the same behaviour by setting the InertiaTensorScale appropriately, but this takes some of the guesswork out of it.

Note: This only changes the inertia used in the low-level solver. That inertia is not visible to the BodyInstance which will still report the inertia calculated from the mass, shapes, and InertiaTensorScale.

Note: When enabled, the effective inertia depends on the joints attached to the body so the inertia will change when joints are added or removed (automatically - no user action required).

◆ SetbLockRotation()

void SetbLockRotation ( bool Value)

[Physx Only] When a Locked Axis Mode is selected, will lock rotation to the specified axis

◆ SetbLockTranslation()

void SetbLockTranslation ( bool Value)

[Physx Only] When a Locked Axis Mode is selected, will lock translation on the specified axis

◆ SetbLockXRotation()

void SetbLockXRotation ( bool Value)

[Physx Only] Lock rotation about the X-axis

◆ SetbLockXTranslation()

void SetbLockXTranslation ( bool Value)

[Physx Only] Lock translation along the X-axis

◆ SetbLockYRotation()

void SetbLockYRotation ( bool Value)

[Physx Only] Lock rotation about the Y-axis

◆ SetbLockYTranslation()

void SetbLockYTranslation ( bool Value)

[Physx Only] Lock translation along the Y-axis

◆ SetbLockZRotation()

void SetbLockZRotation ( bool Value)

[Physx Only] Lock rotation about the Z-axis

◆ SetbLockZTranslation()

void SetbLockZTranslation ( bool Value)

[Physx Only] Lock translation along the Z-axis

◆ SetbNotifyRigidBodyCollision()

void SetbNotifyRigidBodyCollision ( bool Value)

Should 'Hit' events fire when this object collides during physics simulation.

◆ SetbOneWayInteraction()

void SetbOneWayInteraction ( bool Value)

If set to true, this body will treat bodies that do not have the flag set as having infinite mass.

◆ SetbOverrideMass()

void SetbOverrideMass ( bool Value)

If true, mass will not be automatically computed and you must set it directly.

◆ SetbOverrideMaxAngularVelocity()

void SetbOverrideMaxAngularVelocity ( bool Value)

Override the default max angular velocity.

◆ SetbOverrideMaxDepenetrationVelocity()

void SetbOverrideMaxDepenetrationVelocity ( bool Value)

Whether this body instance has its own custom MaxDepenetrationVelocity.

◆ SetbOverrideSolverAsyncDeltaTime()

void SetbOverrideSolverAsyncDeltaTime ( bool Value)

Set the desired delta time for the body. *.

◆ SetbOverrideWalkableSlopeOnInstance()

void SetbOverrideWalkableSlopeOnInstance ( bool Value)

Whether this instance of the object has its own custom walkable slope override setting.

◆ SetbSimulatePhysics()

void SetbSimulatePhysics ( bool Value)

If true, this body will use simulation. If false, will be 'fixed' (ie kinematic) and move where it is told. For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset. For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset.

◆ SetbSmoothEdgeCollisions()

void SetbSmoothEdgeCollisions ( bool Value)

Remove unnecessary edge collisions to allow smooth sliding over surfaces composed of multiple actors/components. This is fairly expensive and should only be enabled on hero objects.

◆ SetbStartAwake()

void SetbStartAwake ( bool Value)

If object should start awake, or if it should initially be sleeping.

◆ SetbUpdateKinematicFromSimulation()

void SetbUpdateKinematicFromSimulation ( bool Value)

When kinematic, whether the actor transform should be updated as a result of movement in the simulation, rather than immediately whenever a target transform is set.

◆ SetbUpdateMassWhenScaleChanges()

void SetbUpdateMassWhenScaleChanges ( bool Value)

If true, it will update mass when scale change *.

◆ SetbUseCCD()

void SetbUseCCD ( bool Value)

If true Continuous Collision Detection (CCD) will be used for this component.

◆ SetbUseMACD()

void SetbUseMACD ( bool Value)

[EXPERIMENTAL] If true Motion-Aware Collision Detection (MACD) will be used for this component

◆ SetUseCCD()

void SetUseCCD ( bool bInUseCCD)

◆ UnWeld()

void UnWeld ( FBodyInstance & TheirBI)

◆ Weld()

bool Weld ( FBodyInstance & TheirBody,
FTransform TheirTM )

Member Data Documentation

◆ AngularDamping

float32 AngularDamping

'Drag' force added to reduce angular movement

◆ bAutoWeld

bool bAutoWeld

◆ bEnableGravity

bool bEnableGravity

◆ bGenerateWakeEvents

bool bGenerateWakeEvents

◆ bIgnoreAnalyticCollisions

bool bIgnoreAnalyticCollisions

◆ bInertiaConditioning

bool bInertiaConditioning

◆ bNotifyRigidBodyCollision

bool bNotifyRigidBodyCollision

◆ BodySetup

const UBodySetup BodySetup

◆ bOneWayInteraction

bool bOneWayInteraction

◆ bOverrideSolverAsyncDeltaTime

bool bOverrideSolverAsyncDeltaTime

◆ bSimulatePhysics

bool bSimulatePhysics

◆ bSmoothEdgeCollisions

bool bSmoothEdgeCollisions

◆ bStartAwake

bool bStartAwake

◆ bUpdateKinematicFromSimulation

bool bUpdateKinematicFromSimulation

◆ bUpdateMassWhenScaleChanges

bool bUpdateMassWhenScaleChanges

◆ bUseCCD

bool bUseCCD

◆ CollisionEnabled

ECollisionEnabled CollisionEnabled

Type of collision enabled.

No Collision : Will not create any representation in the physics engine. Cannot be used for spatial queries (raycasts, sweeps, overlaps) or simulation (rigid body, constraints). Best performance possible (especially for moving objects) Query Only : Only used for spatial queries (raycasts, sweeps, and overlaps). Cannot be used for simulation (rigid body, constraints). Useful for character movement and things that do not need physical simulation. Performance gains by keeping data out of simulation tree. Physics Only : Only used only for physics simulation (rigid body, constraints). Cannot be used for spatial queries (raycasts, sweeps, overlaps). Useful for jiggly bits on characters that do not need per bone detection. Performance gains by keeping data out of query tree Collision Enabled : Can be used for both spatial queries (raycasts, sweeps, overlaps) and simulation (rigid body, constraints).

◆ CollisionProfileName

FName CollisionProfileName

Collision Profile Name *.

◆ CollisionResponses

FCollisionResponse CollisionResponses

Custom Channels for Responses.

◆ COMNudge

FVector COMNudge

User specified offset for the center of mass of this object, from the calculated location.

◆ CustomDOFPlaneNormal

FVector CustomDOFPlaneNormal

Locks physical movement along a custom plane for a given normal.

◆ CustomSleepThresholdMultiplier

float32 CustomSleepThresholdMultiplier

If the SleepFamily is set to custom, multiply the natural sleep threshold by this amount. A higher number will cause the body to sleep sooner.

◆ DOFMode

EDOFMode DOFMode

[Physx Only] Locks physical movement along specified axis.

◆ InertiaTensorScale

FVector InertiaTensorScale

Per-instance scaling of inertia (bigger number means it'll be harder to rotate).

◆ LinearDamping

float32 LinearDamping

'Drag' force added to reduce linear movement

◆ MassInKgOverride

float32 MassInKgOverride

Mass of the body in KG. By default we compute this based on physical material and mass scale. @see bOverrideMass to set this directly.

◆ MassScale

float32 MassScale

Per-instance scaling of mass.

◆ MaxAngularVelocity

float32 MaxAngularVelocity

The maximum angular velocity for this instance [degrees/s].

◆ MaxDepenetrationVelocity

float32 MaxDepenetrationVelocity

The maximum velocity used to depenetrate this object from others when spawned or teleported with initial overlaps (does not affect overlaps as a result of normal movement). A value of zero will allow objects that are spawned overlapping to go to sleep without moving rather than pop out of each other. E.g., use zero if you spawn dynamic rocks partially embedded in the ground and want them to be interactive but not pop out of the ground when touched. A negative value is equivalent to bOverrideMaxDepenetrationVelocity = false, meaning use the project setting. This overrides the CollisionInitialOverlapDepenetrationVelocity project setting on a per-body basis (and not the MaxDepenetrationVelocity solver setting that will be deprecated).

◆ ObjectType

ECollisionChannel ObjectType

Enum indicating what type of object this should be considered as when it moves.

◆ PhysMaterialOverride

UPhysicalMaterial PhysMaterialOverride

Allows you to override the PhysicalMaterial to use for simple collision on this body.

◆ PositionSolverIterationCount

uint8 PositionSolverIterationCount

[PhysX Only] This physics body's solver iteration count for position. Increasing this will be more CPU intensive, but better stabilized.

◆ SleepFamily

ESleepFamily SleepFamily

The set of values used in considering when put this body to sleep.

◆ SolverAsyncDeltaTime

float32 SolverAsyncDeltaTime

Override value for physics solver async delta time. With multiple actors specifying this, the solver will use the smallest delta time *.

◆ StabilizationThresholdMultiplier

float32 StabilizationThresholdMultiplier

Stabilization factor for this body if Physics stabilization is enabled. A higher number will cause more aggressive stabilization at the risk of loss of momentum at low speeds. A value of 0 will disable stabilization for this body.

◆ VelocitySolverIterationCount

uint8 VelocitySolverIterationCount

[PhysX Only] This physics body's solver iteration count for velocity. Increasing this will be more CPU intensive, but better stabilized.

◆ WalkableSlopeOverride

FWalkableSlopeOverride WalkableSlopeOverride

Custom walkable slope override setting for this instance. @see GetWalkableSlopeOverride(), SetWalkableSlopeOverride().