Zdexby TheHolyOneZ
4,841 classes
Class

UPhysicsControlComponent

: USceneComponent : UActorComponent : UObject
/Script/PhysicsControl.PhysicsControlComponent 0x04C0 (1,216 B) align 16 inherited 0x0250 vtable /Script/PhysicsControl
0x00x04C0

Members 13

OffsetSizeNameTypeFlagsDefault
0x28PhysicsControlAssetTSoftObjectPtr<UPhysicsControlAsset>5 flags<SoftObjectProperty>
0x04TeleportDistanceThresholdfloat7 flags300
0x04TeleportRotationThresholdfloat7 flags0
0x01bShowDebugVisualizationbool7 flagstrue
0x02810x03padding / unreflected
0x04VisualizationSizeScalefloat7 flags5
0x01bShowDebugControlListbool7 flagsfalse
0x02890x07padding / unreflected
0x10DebugControlDetailFilterFString5 flags""
0x01bShowDebugBodyModifierListbool7 flagsfalse
0x02A10x07padding / unreflected
0x10DebugBodyModifierDetailFilterFString5 flags""
0x04VelocityPredictionTimefloat7 flags0.2
0x01bWarnAboutInvalidNamesbool7 flagstrue
0x02BD0x03padding / unreflected
0x04MaxNumControlsOrModifiersPerNameint327 flags256
0x01bAttemptToRecreateDisabledControlsbool7 flagsfalse
0x02C50x1FBunreflected bytes to end of UPhysicsControlComponent
Inherited from USceneComponent 29
OffsetSizeNameTypeFlagsDefault
0x08PhysicsVolumeTWeakObjectPtr<APhysicsVolume>Transient+6 flagsnullptr
0x08AttachParentUSceneComponent*NetRepNotify+8 flagsnullptr
0x08AttachSocketNameFNameNetRepNotify+5 flagsNone
0x00E00x08padding / unreflected
0x10AttachChildrenTArray<USceneComponent*>NetTransient+7 flags[]
0x10ClientAttachedChildrenTArray<USceneComponent*>Transient+6 flags[]
0x01080x40padding / unreflected
0x18RelativeLocationFVectorNetRepNotify+8 flags{X=0, Y=0, Z=0}
0x18RelativeRotationFRotatorNetRepNotify+7 flags{Pitch=0, Yaw=0, Roll=0}
0x18RelativeScale3DFVectorNetRepNotify+8 flags{X=1, Y=1, Z=1}
0x18ComponentVelocityFVector5 flags{X=0, Y=0, Z=0}
0x01bComponentToWorldUpdated : 1bit 0boolTransient+3 flagsfalse
0x01bAbsoluteLocation : 1bit 2boolNetRepNotify+6 flagsfalse
0x01bAbsoluteRotation : 1bit 3boolNetRepNotify+6 flagsfalse
0x01bAbsoluteScale : 1bit 4boolNetRepNotify+6 flagsfalse
0x01bVisible : 1bit 5boolNetRepNotify+6 flagstrue
0x01bShouldBeAttached : 1bit 6boolNetTransient+3 flagsfalse
0x01bShouldSnapLocationWhenAttached : 1bit 7boolNetTransient+3 flagsfalse
0x01bShouldSnapRotationWhenAttached : 1bit 0boolNetTransient+3 flagsfalse
0x01bShouldSnapScaleWhenAttached : 1bit 1boolNetTransient+3 flagsfalse
0x01bShouldUpdatePhysicsVolume : 1bit 2bool6 flagsfalse
0x01bHiddenInGame : 1bit 3bool7 flagsfalse
0x01bBoundsChangeTriggersStreamingDataRebuild : 1bit 4bool3 flagsfalse
0x01bUseAttachParentBound : 1bit 5bool6 flagsfalse
0x01bComputeFastLocalBounds : 1bit 6bool3 flagsfalse
0x01bComputeBoundsOnceForGame : 1bit 7bool3 flagsfalse
0x01bComputedBoundsOnceForGame : 1bit 0bool3 flagsfalse
0x01bIsNotRenderAttachmentRoot : 1bit 1bool3 flagsfalse
0x01MobilityEComponentMobilityNet+8 flagsMovable
0x01DetailModeEDetailMode9 flagsDM_Low
0x01PhysicsVolumeChangedDelegateFMulticastScriptDelegate4 flags<delegate>
Inherited from UActorComponent 15
OffsetSizeNameTypeFlagsDefault
0x30PrimaryComponentTickFActorComponentTickFunction3 flags{}
0x10ComponentTagsTArray<FName>4 flags[]
0x10AssetUserDataTArray<UAssetUserData*>Protected+8 flags[]
0x00880x08padding / unreflected
0x04UCSSerializationIndexint325 flags-1
0x00940x04padding / unreflected
0x01bNetAddressable : 1bit 5boolProtected+3 flagsfalse
0x01bReplicateUsingRegisteredSubObjectList : 1bit 6boolProtected+9 flagsfalse
0x01bReplicates : 1bit 7boolNet+7 flagsfalse
0x00990x01padding / unreflected
0x01bAutoActivate : 1bit 3bool6 flagsfalse
0x01bIsActive : 1bit 4boolNetTransient+4 flagsfalse
0x01bEditableWhenInherited : 1bit 5bool5 flagstrue
0x01bCanEverAffectNavigation : 1bit 7boolProtected+6 flagsfalse
0x01bIsEditorOnly : 1bit 1bool6 flagsfalse
0x009C0x1Dpadding / unreflected
0x01CreationMethodEComponentCreationMethod5 flagsNative
0x01OnComponentActivatedFMulticastScriptDelegate4 flags<delegate>
0x01OnComponentDeactivatedFMulticastScriptDelegate4 flags<delegate>

Functions 121

SignatureFlagsNativeParams
void UpdateTargetCaches(float DeltaTime)FinalNative+1 flags0x04
void UpdateControls(float DeltaTime)FinalNative+1 flags0x04
void SetControlUseSkeletalAnimation(const FName& Name, bool bUseSkeletalAnimation, float AngularTargetVelocityMultiplier, float LinearTargetVelocityMultiplier, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x16
void SetControlTargetsInSet(const FName& Set, const FPhysicsControlTarget& ControlTarget, bool bEnableControl)FinalNative+1 flags0x71
void SetControlTargets(const TArray<FName>& Names, const FPhysicsControlTarget& ControlTarget, bool bEnableControl, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x7B
void SetControlTargetPositionsInSet(const FName& SetName, const FVector& position, float VelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget)FinalNative+1 flags0x26
bool SetControlTargetPositionsFromArray(const TArray<FName>& Names, const TArray<FVector>& Positions, float VelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget)FinalNative+1 flags0x27
void SetControlTargetPositionsAndOrientationsInSet(const FName& SetName, const FVector& position, const FRotator& Orientation, float VelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget)FinalNative+1 flags0x3E
bool SetControlTargetPositionsAndOrientationsFromArray(const TArray<FName>& Names, const TArray<FVector>& Positions, const TArray<FRotator>& Orientations, float VelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget)FinalNative+1 flags0x37
void SetControlTargetPositionsAndOrientations(const TArray<FName>& Names, const FVector& position, const FRotator& Orientation, float VelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x48
void SetControlTargetPositions(const TArray<FName>& Names, const FVector& position, float VelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x30
void SetControlTargetPositionAndOrientation(const FName& Name, const FVector& position, const FRotator& Orientation, float VelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x40
void SetControlTargetPosition(const FName& Name, const FVector& position, float VelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x28
bool SetControlTargetPoses(const FName& Name, const FVector& ParentPosition, const FRotator& ParentOrientation, const FVector& ChildPosition, const FRotator& ChildOrientation, float VelocityDeltaTime, bool bEnableControl)FinalNative+1 flags0x6E
void SetControlTargetOrientationsInSet(const FName& SetName, const FRotator& Orientation, float AngularVelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget)FinalNative+1 flags0x26
bool SetControlTargetOrientationsFromArray(const TArray<FName>& Names, const TArray<FRotator>& Orientations, float VelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget)FinalNative+1 flags0x27
void SetControlTargetOrientations(const TArray<FName>& Names, const FRotator& Orientation, float AngularVelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x30
void SetControlTargetOrientation(const FName& Name, const FRotator& Orientation, float AngularVelocityDeltaTime, bool bEnableControl, bool bApplyControlPointToTarget, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x28
void SetControlTarget(const FName& Name, const FPhysicsControlTarget& ControlTarget, bool bEnableControl, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x73
void SetControlsUseSkeletalAnimation(const TArray<FName>& Names, bool bUseSkeletalAnimation, float AngularTargetVelocityMultiplier, float LinearTargetVelocityMultiplier, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x1E
void SetControlSparseMultipliersInSet(const FName& Set, const FPhysicsControlSparseMultiplier& ControlMultiplier, bool bEnableControl)FinalNative+1 flags0x81
void SetControlSparseMultipliers(const TArray<FName>& Names, const FPhysicsControlSparseMultiplier& ControlMultiplier, bool bEnableControl, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x8B
void SetControlSparseMultiplier(const FName& Name, const FPhysicsControlSparseMultiplier& ControlMultiplier, bool bEnableControl, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x83
void SetControlSparseDatasInSet(const FName& Set, const FPhysicsControlSparseData& ControlData)FinalNative+1 flags0x50
void SetControlSparseDatas(const TArray<FName>& Names, const FPhysicsControlSparseData& ControlData, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x5A
void SetControlSparseData(const FName& Name, const FPhysicsControlSparseData& ControlData, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x52
void SetControlsInSetUseSkeletalAnimation(const FName& Set, bool bUseSkeletalAnimation, float AngularTargetVelocityMultiplier, float LinearTargetVelocityMultiplier)FinalNative+1 flags0x14
void SetControlsInSetEnabled(const FName& Set, bool bEnable)FinalNative+1 flags0x09
void SetControlsInSetDisableCollision(const FName& Set, bool bDisableCollision)FinalNative+1 flags0x09
void SetControlsEnabled(const TArray<FName>& Names, bool bEnable, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x13
void SetControlsDisableCollision(const TArray<FName>& Names, bool bDisableCollision, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x13
bool SetControlPoint(const FName& Name, const FVector& position)FinalNative+1 flags0x21
void SetControlParentsInSet(const FName& Set, UPrimitiveComponent* ParentComponent, const FName& ParentBoneName)FinalNative+1 flags0x18
void SetControlParents(const TArray<FName>& Names, UPrimitiveComponent* ParentComponent, const FName& ParentBoneName, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x22
void SetControlParent(const FName& Name, UPrimitiveComponent* ParentComponent, const FName& ParentBoneName, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x1A
void SetControlMultipliersInSet(const FName& Set, const FPhysicsControlMultiplier& ControlMultiplier, bool bEnableControl)FinalNative+1 flags0x79
void SetControlMultipliers(const TArray<FName>& Names, const FPhysicsControlMultiplier& ControlMultiplier, bool bEnableControl, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x83
void SetControlMultiplier(const FName& Name, const FPhysicsControlMultiplier& ControlMultiplier, bool bEnableControl, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x7B
void SetControlLinearData(const FName& Name, float Strength, float DampingRatio, float ExtraDamping, float MaxForce, bool bEnableControl, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x1B
void SetControlEnabled(const FName& Name, bool bEnable, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x0B
void SetControlDisableCollision(const FName& Name, bool bDisableCollision, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x0B
void SetControlDatasInSet(const FName& Set, const FPhysicsControlData& ControlData)FinalNative+1 flags0x58
void SetControlDatas(const TArray<FName>& Names, const FPhysicsControlData& ControlData, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x62
void SetControlData(const FName& Name, const FPhysicsControlData& ControlData, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x5A
void SetControlAngularData(const FName& Name, float Strength, float DampingRatio, float ExtraDamping, float MaxTorque, bool bEnableControl, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x1B
void SetCachedBoneVelocitiesToZero()FinalNative+1 flags0x00
bool SetCachedBoneData(USkeletalMeshComponent* SkeletalMeshComponent, const FName& BoneName, FTransform& TM)FinalNative+1 flags0x71
void SetBodyModifierUpdateKinematicFromSimulation(const FName& Name, bool bUpdateKinematicFromSimulation, bool bApplyToModifiersWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x0B
void SetBodyModifiersUpdateKinematicFromSimulation(const TArray<FName>& Names, bool bUpdateKinematicFromSimulation, bool bApplyToModifiersWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x13
void SetBodyModifiersPhysicsBlendWeight(const TArray<FName>& Names, float PhysicsBlendWeight, bool bApplyToModifiersWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x16
void SetBodyModifierSparseDatasInSet(const FName& Set, const FPhysicsControlModifierSparseData& ModifierData)FinalNative+1 flags0x18
void SetBodyModifierSparseDatas(const TArray<FName>& Names, const FPhysicsControlModifierSparseData& ModifierData, bool bApplyToModifiersWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x22
void SetBodyModifierSparseData(const FName& Name, const FPhysicsControlModifierSparseData& ModifierData, bool bApplyToModifiersWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x1A
void SetBodyModifiersMovementType(const TArray<FName>& Names, const EPhysicsMovementType& MovementType, bool bApplyToModifiersWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x13
void SetBodyModifiersKinematicTargetSpace(const TArray<FName>& Names, const EPhysicsControlKinematicTargetSpace& KinematicTargetSpace, bool bApplyToModifiersWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x13
void SetBodyModifiersInSetUpdateKinematicFromSimulation(const FName& Set, bool bUpdateKinematicFromSimulation)FinalNative+1 flags0x09
void SetBodyModifiersInSetPhysicsBlendWeight(const FName& Set, float PhysicsBlendWeight)FinalNative+1 flags0x0C
void SetBodyModifiersInSetMovementType(const FName& Set, const EPhysicsMovementType& MovementType)FinalNative+1 flags0x09
void SetBodyModifiersInSetKinematicTargetSpace(const FName& Set, const EPhysicsControlKinematicTargetSpace& KinematicTargetSpace)FinalNative+1 flags0x09
void SetBodyModifiersInSetGravityMultiplier(const FName& Set, float GravityMultiplier)FinalNative+1 flags0x0C
void SetBodyModifiersInSetCollisionType(const FName& Set, const ECollisionEnabled& CollisionType)FinalNative+1 flags0x09
void SetBodyModifiersGravityMultiplier(const TArray<FName>& Names, float GravityMultiplier, bool bApplyToModifiersWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x16
void SetBodyModifiersCollisionType(const TArray<FName>& Names, const ECollisionEnabled& CollisionType, bool bApplyToModifiersWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x13
void SetBodyModifierPhysicsBlendWeight(const FName& Name, float PhysicsBlendWeight, bool bApplyToModifiersWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x0E
void SetBodyModifierMovementType(const FName& Name, const EPhysicsMovementType& MovementType, bool bApplyToModifiersWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x0B
void SetBodyModifierKinematicTargetSpace(const FName& Name, const EPhysicsControlKinematicTargetSpace& KinematicTargetSpace, bool bApplyToModifiersWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x0B
bool SetBodyModifierKinematicTarget(const FName& Name, const FVector& KinematicTargetPosition, const FRotator& KinematicTargetOrienation, bool bMakeKinematic)FinalNative+1 flags0x3A
void SetBodyModifierGravityMultiplier(const FName& Name, float GravityMultiplier, bool bApplyToModifiersWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x0E
void SetBodyModifierDatasInSet(const FName& Set, const FPhysicsControlModifierData& ModifierData)FinalNative+1 flags0x18
void SetBodyModifierDatas(const TArray<FName>& Names, const FPhysicsControlModifierData& ModifierData, bool bApplyToModifiersWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x22
void SetBodyModifierData(const FName& Name, const FPhysicsControlModifierData& ModifierData, bool bApplyToModifiersWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x1A
void SetBodyModifierCollisionType(const FName& Name, const ECollisionEnabled& CollisionType, bool bApplyToModifiersWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x0B
bool ResetControlPoint(const FName& Name)FinalNative+1 flags0x09
void ResetBodyModifierToCachedBoneTransform(const FName& Name, const EResetToCachedTargetBehavior& Behavior, bool bApplyToModifiersWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x0B
void ResetBodyModifiersToCachedBoneTransforms(const TArray<FName>& Names, const EResetToCachedTargetBehavior& Behavior, bool bApplyToModifiersWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x13
void ResetBodyModifiersInSetToCachedBoneTransforms(const FName& SetName, const EResetToCachedTargetBehavior& Behavior)FinalNative+1 flags0x09
bool InvokeControlProfile(const FName& ProfileName, const FName& ControlSetMask, const FName& BodyModifierSetMask)FinalNative+1 flags0x19
TArray<FName> GetSetsContainingControl(const FName& Control)FinalNative+1 flags0x18
TArray<FName> GetSetsContainingBodyModifier(const FName& Control)FinalNative+1 flags0x18
TMap<FName, FPhysicsControlLimbBones> GetLimbBonesFromSkeletalMesh(USkeletalMeshComponent* SkeletalMeshComponent, const TArray<FPhysicsControlLimbSetupData>& LimbSetupData)FinalNative+1 flags0x68
bool GetControlTarget(const FName& Name, FPhysicsControlTarget& ControlTarget)FinalNative+1 flags0x71
TArray<FName> GetControlNamesInSet(const FName& Set)FinalNative+1 flags0x18
bool GetControlMultiplier(const FName& Name, FPhysicsControlMultiplier& ControlMultiplier)FinalNative+1 flags0x79
bool GetControlExists(const FName& Name)FinalNative+1 flags0x09
bool GetControlEnabled(const FName& Name)FinalNative+1 flags0x09
bool GetControlData(const FName& Name, FPhysicsControlData& ControlData)FinalNative+1 flags0x59
TArray<FTransform> GetCachedBoneTransforms(USkeletalMeshComponent* SkeletalMeshComponent, const TArray<FName>& BoneNames)FinalNative+1 flags0x28
FTransform GetCachedBoneTransform(USkeletalMeshComponent* SkeletalMeshComponent, const FName& BoneName)FinalNative+1 flags0x70
TArray<FVector> GetCachedBonePositions(USkeletalMeshComponent* SkeletalMeshComponent, const TArray<FName>& BoneNames)FinalNative+1 flags0x28
FVector GetCachedBonePosition(USkeletalMeshComponent* SkeletalMeshComponent, const FName& BoneName)FinalNative+1 flags0x28
TArray<FRotator> GetCachedBoneOrientations(USkeletalMeshComponent* SkeletalMeshComponent, const TArray<FName>& BoneNames)FinalNative+1 flags0x28
FRotator GetCachedBoneOrientation(USkeletalMeshComponent* SkeletalMeshComponent, const FName& BoneName)FinalNative+1 flags0x28
TArray<FName> GetBodyModifierNamesInSet(const FName& Set)FinalNative+1 flags0x18
bool GetBodyModifierExists(const FName& Name)FinalNative+1 flags0x09
TArray<FName> GetAllControlNames()FinalNative+1 flags0x10
TArray<FName> GetAllBodyModifierNames()FinalNative+1 flags0x10
void DestroyControlsInSet(const FName& Set)FinalNative+1 flags0x08
void DestroyControls(const TArray<FName>& Names, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x12
void DestroyControl(const FName& Name, bool bApplyToControlsWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x0A
void DestroyBodyModifiersInSet(const FName& Set)FinalNative+1 flags0x08
void DestroyBodyModifiers(const TArray<FName>& Names, bool bApplyToModifiersWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x12
void DestroyBodyModifier(const FName& Name, bool bApplyToModifiersWithName, bool bApplyToSetsWithName)FinalNative+1 flags0x0A
void DestroyAllControlsAndBodyModifiers()FinalNative+1 flags0x00
bool CreateNamedControl(const FName& Name, UPrimitiveComponent* ParentComponent, const FName& ParentBoneName, UPrimitiveComponent* ChildComponent, const FName& ChildBoneName, const FPhysicsControlData& ControlData, const FPhysicsControlTarget& ControlTarget, const FName& Set)FinalNative+1 flags0xE9
bool CreateNamedBodyModifier(const FName& Name, UPrimitiveComponent* Component, const FName& BoneName, const FName& Set, const FPhysicsControlModifierData& BodyModifierData)FinalNative+1 flags0x31
TArray<FName> CreateControlsFromSkeletalMeshBelow(USkeletalMeshComponent* SkeletalMeshComponent, const FName& BoneName, bool bIncludeSelf, const EPhysicsControlType& ControlType, const FPhysicsControlData& ControlData, const FName& Set)FinalNative+1 flags0x80
TArray<FName> CreateControlsFromSkeletalMeshAndConstraintProfileBelow(USkeletalMeshComponent* SkeletalMeshComponent, const FName& BoneName, bool bIncludeSelf, const FName& ConstraintProfile, const FName& Set, bool bEnabled)FinalNative+1 flags0x38
TArray<FName> CreateControlsFromSkeletalMeshAndConstraintProfile(USkeletalMeshComponent* SkeletalMeshComponent, const TArray<FName>& BoneNames, const FName& ConstraintProfile, const FName& Set, bool bEnabled)FinalNative+1 flags0x40
TArray<FName> CreateControlsFromSkeletalMesh(USkeletalMeshComponent* SkeletalMeshComponent, const TArray<FName>& BoneNames, const EPhysicsControlType& ControlType, const FPhysicsControlData& ControlData, const FName& Set)FinalNative+1 flags0x88
TMap<FName, FPhysicsControlNames> CreateControlsFromLimbBonesAndConstraintProfile(FPhysicsControlNames& AllControls, TMap<FName, FPhysicsControlLimbBones>& LimbBones, const FName& ConstraintProfile, bool bEnabled)FinalNative+1 flags0xC0
TMap<FName, FPhysicsControlNames> CreateControlsFromLimbBones(FPhysicsControlNames& AllControls, TMap<FName, FPhysicsControlLimbBones>& LimbBones, const EPhysicsControlType& ControlType, const FPhysicsControlData& ControlData, UPrimitiveComponent* WorldComponent, const FName& WorldBoneName, const FString& NamePrefix)FinalNative+1 flags0x128
bool CreateControlsAndBodyModifiersFromPhysicsControlAsset(USkeletalMeshComponent* SkeletalMeshComponent, UPrimitiveComponent* WorldComponent, const FName& WorldBoneName)FinalNative+1 flags0x19
bool CreateControlsAndBodyModifiersFromLimbBones(FPhysicsControlNames& AllWorldSpaceControls, TMap<FName, FPhysicsControlNames>& LimbWorldSpaceControls, FPhysicsControlNames& AllParentSpaceControls, TMap<FName, FPhysicsControlNames>& LimbParentSpaceControls, FPhysicsControlNames& AllBodyModifiers, TMap<FName, FPhysicsControlNames>& LimbBodyModifiers, USkeletalMeshComponent* SkeletalMeshComponent, const TArray<FPhysicsControlLimbSetupData>& LimbSetupData, const FPhysicsControlData& WorldSpaceControlData, const FPhysicsControlData& ParentSpaceControlData, const FPhysicsControlModifierData& BodyModifierData, UPrimitiveComponent* WorldComponent, const FName& WorldBoneName)FinalNative+1 flags0x1F9
FName CreateControl(UPrimitiveComponent* ParentComponent, const FName& ParentBoneName, UPrimitiveComponent* ChildComponent, const FName& ChildBoneName, const FPhysicsControlData& ControlData, const FPhysicsControlTarget& ControlTarget, const FName& Set, const FString& NamePrefix)FinalNative+1 flags0xF8
TArray<FName> CreateBodyModifiersFromSkeletalMeshBelow(USkeletalMeshComponent* SkeletalMeshComponent, const FName& BoneName, bool bIncludeSelf, const FName& Set, const FPhysicsControlModifierData& BodyModifierData)FinalNative+1 flags0x40
TMap<FName, FPhysicsControlNames> CreateBodyModifiersFromLimbBones(FPhysicsControlNames& AllBodyModifiers, TMap<FName, FPhysicsControlLimbBones>& LimbBones, const FPhysicsControlModifierData& BodyModifierData)FinalNative+1 flags0xC0
FName CreateBodyModifier(UPrimitiveComponent* Component, const FName& BoneName, const FName& Set, const FPhysicsControlModifierData& BodyModifierData)FinalNative+1 flags0x30
void AddControlToSet(FPhysicsControlNames& NewSet, const FName& Control, const FName& Set)FinalNative+1 flags0x20
void AddControlsToSet(FPhysicsControlNames& NewSet, const TArray<FName>& Controls, const FName& Set)FinalNative+1 flags0x28
void AddBodyModifierToSet(FPhysicsControlNames& NewSet, const FName& BodyModifier, const FName& Set)FinalNative+1 flags0x20
void AddBodyModifiersToSet(FPhysicsControlNames& NewSet, const TArray<FName>& BodyModifiers, const FName& Set)FinalNative+1 flags0x28

Used by 2

types with a member, parameter or interface of this type