43 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = WeldedBoneDriver)
47 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = WeldedBoneDriver)
48 bool bAutoSetPhysicsSleepSensitivity;
51 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = WeldedBoneDriver)
52 float SleepThresholdMultiplier;
55 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = WeldedBoneDriver)
56 TArray<FName> BaseWeldedBoneDriverNames;
63 UFUNCTION(BlueprintCallable, Category = PhysicalAnimation)
64 void SetupWeldedBoneDriver(TArray<FName> BaseBoneNames);
67 UFUNCTION(BlueprintCallable, Category = PhysicalAnimation)
68 void RefreshWeldedBoneDriver();
71 UFUNCTION(BlueprintCallable, Category = PhysicalAnimation)
72 void SetWeldedBoneDriverPaused(
bool bPaused);
74 UFUNCTION(BlueprintPure, Category = PhysicalAnimation)
75 bool IsWeldedBoneDriverPaused();
77 void SetupWeldedBoneDriver_Implementation(
bool bReInit = false);
80 void UpdateWeldedBoneDriver(
float DeltaTime);
82 FTransform GetWorldSpaceRefBoneTransform(FReferenceSkeleton& RefSkel, int32 BoneIndex, int32 ParentBoneIndex);
83 FTransform GetRefPoseBoneRelativeTransform(
USkeletalMeshComponent* SkeleMesh, FName BoneName, FName ParentBoneName);
88 virtual
void TickComponent(
float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;