// 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; };