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FB2ActivePhysicsRuntimeState

Overview

  • B2 lifecycle state for active physics, restore, and fallback processing.

Metadata

FieldValue
Kindstruct
EnvironmentB2 - Simulation
Categorystructs

Properties (13)

NameTypeDescription
ForceSleepRequestRetryAtFDateTime?Earliest time at which the B1 force-sleep request may be sent again.
LifecycleRevisionintegerMonotonic token used to reject deferred work from an earlier lifecycle state.
MaxLifetimeAtFDateTimeMaximum time that the current active-physics session may remain awake.
OriginParentEntityIdFB1EntityIdOptional supporting game object used as the relative restore anchor.
OriginParentSlotNamestringOptional object slot occupied on OriginParentEntityId.
OriginRelativeTransformFTransformRestore transform relative to OriginParentEntityId.
OriginTransformFTransformLast placement transform captured as the restore origin.
PendingActionEB2ActivePhysicsPendingActionPersisted resolution intent. Restore is a fallback; Despawn is a committed destroy decision.
RestoreRetryAtFDateTime?Runtime deadline for retrying a failed restore.
ThrowInstigatorEntityIdFB1EntityIdEntity that threw this object. Valid only during a throw's active-physics flight (like bRunning); used to attribute a ThrowHit to the thrower. Not a save target: cleared when the session ends (MarkSleepHandled/Reset). Kicks leave this Invalid.
bFromRagdollDropbooleanWhether this session was started by the automatic hand-emptying throw on ragdoll entry, rather than by a deliberate throw. The instigator above is then the victim of the original attack, so the assault-crime / police outcomes of a normal ThrowHit effect must not be run against them. Set after Begin (which clears it) and cleared when the session ends.
bRestoreEnabledbooleanWhether a valid placement origin has been captured.
bRunningbooleanWhether the B1 actor is currently simulating active physics.