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@@ -210,7 +210,7 @@ public:
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void MoveKinematic(RVec3Arg inTargetPosition, QuatArg inTargetRotation, float inDeltaTime);
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/// Applies an impulse to the body that simulates fluid buoyancy and drag
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- /// @param inSurfacePosition Position on the fluid surface in world space
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+ /// @param inSurfacePosition Position of the fluid surface in world space
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/// @param inSurfaceNormal Normal of the fluid surface (should point up)
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/// @param inBuoyancy The buoyancy factor for the body. 1 = neutral body, < 1 sinks, > 1 floats. Note that we don't use the fluid density since it is harder to configure than a simple number between [0, 2]
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/// @param inLinearDrag Linear drag factor that slows down the body when in the fluid (approx. 0.5)
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