G1R AngelScript
Scripting reference for the Gothic 1 Remake
Loading...
Searching...
No Matches
FBodyInstanceCore Struct Reference

Public Member Functions

Functions
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

Variables
bool bEnableGravity
bool bUpdateKinematicFromSimulation
bool bAutoWeld
bool bStartAwake
bool bGenerateWakeEvents
bool bUpdateMassWhenScaleChanges
bool bSimulatePhysics

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.

◆ 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.

◆ 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 *.

◆ opAssign()

FBodyInstanceCore & opAssign ( FBodyInstanceCore Other)

◆ 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.

◆ SetbOverrideMass()

void SetbOverrideMass ( bool Value)

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

◆ 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.

◆ 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 *.

Member Data Documentation

◆ bAutoWeld

bool bAutoWeld

◆ bEnableGravity

bool bEnableGravity

◆ bGenerateWakeEvents

bool bGenerateWakeEvents

◆ bSimulatePhysics

bool bSimulatePhysics

◆ bStartAwake

bool bStartAwake

◆ bUpdateKinematicFromSimulation

bool bUpdateKinematicFromSimulation

◆ bUpdateMassWhenScaleChanges

bool bUpdateMassWhenScaleChanges