| bBodyTransformInitialized |
bool |
|
BoneControllers/AnimNode_RigidBody.h |
|
| bIsSimulated |
bool |
|
BoneControllers/AnimNode_RigidBody.h |
|
| LinearLimit |
float |
|
BoneControllers/AnimNode_RigidBody.h |
|
| LinearXMotion |
ELinearConstraintMotion |
|
BoneControllers/AnimNode_RigidBody.h |
|
| LinearYMotion |
ELinearConstraintMotion |
|
BoneControllers/AnimNode_RigidBody.h |
|
| LinearZMotion |
ELinearConstraintMotion |
|
BoneControllers/AnimNode_RigidBody.h |
|
| RefPoseLength |
float |
We don't use linear limit but use default length to limit the bodies linear limits are defined per constraint - it can be any two joints that can limit this is just default length of the local space from parent, and we use that info to limit the translation |
BoneControllers/AnimNode_RigidBody.h |
|
| TransferedBoneAngularVelocity |
FQuat |
|
BoneControllers/AnimNode_RigidBody.h |
|
| TransferedBoneLinearVelocity |
FVector |
|
BoneControllers/AnimNode_RigidBody.h |
|