Files
UnrealEngine/Engine/Source/Editor/PhysicsAssetEditor/Private/PhysicsAssetEditorPhysicsHandleComponent.h
2025-05-18 13:04:45 +08:00

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;
};