You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#rb none #ROBOMERGE-SOURCE: CL 10995665 via CL 10995754 via CL 10995758 via CL 10995814 #ROBOMERGE-BOT: (v633-10983880) [CL 10995842 by chris caulfield in Main branch]
29 lines
929 B
C++
29 lines
929 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
#pragma once
|
|
|
|
#include "PhysicsEngine/PhysicsHandleComponent.h"
|
|
|
|
#include "PhysicsAssetEditorPhysicsHandleComponent.generated.h"
|
|
|
|
/**
|
|
* Extend the Physics Handle for PhAt. This adds support for manipulating the physics
|
|
* if it is running in a RigidBody AnimNode (which is always is with Chaos at the moment).
|
|
*/
|
|
UCLASS()
|
|
class UPhysicsAssetEditorPhysicsHandleComponent : public UPhysicsHandleComponent
|
|
{
|
|
GENERATED_UCLASS_BODY()
|
|
|
|
bool bAnimInstanceMode;
|
|
|
|
public:
|
|
void SetAnimInstanceMode(bool bInAnimInstanceMode);
|
|
|
|
virtual void ReleaseComponent() override;
|
|
|
|
protected:
|
|
virtual void UpdateHandleTransform(const FTransform& NewTransform) override;
|
|
virtual void UpdateDriveSettings() override;
|
|
virtual void GrabComponentImp(class UPrimitiveComponent* Component, FName InBoneName, const FVector& Location, const FRotator& Rotation, bool bRotationConstrained) override;
|
|
};
|