PrimitiveComponent-AddTorqueInRadians(Vector3_string_bool).md

April 18, 2021 ยท View on GitHub

UnrealEngine.Framework.PrimitiveComponent

PrimitiveComponent.AddTorqueInRadians(System.Numerics.Vector3, string, bool) Method

Adds a torque in radians to a rigid body

public void AddTorqueInRadians(in System.Numerics.Vector3 torque, string boneName=null, bool accelerationChange=false);

Parameters

torque System.Numerics.Vector3
Torque to apply, direction is axis of rotation and magnitude is strength of the torque

boneName System.String
If applied to SkeletalMeshComponent, the name of the body to apply an angular impulse to, or null to indicate the root body

accelerationChange System.Boolean
If true, torque is taken as a change in acceleration instead of a physical force (the mass will have no effect)