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Unreal Engine C++ API Reference > Runtime > Engine > Animation
Inheritance Hierarchy
- FAnimPhysState
- FAnimPhysRigidBody
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Animation/AnimPhysicsSolver.h |
Include | #include "Animation/AnimPhysicsSolver.h" |
Syntax
class FAnimPhysRigidBody : public FAnimPhysState
Remarks
A collection of shapes grouped for simulation as a rigid body
Variables
Type | Name | Description | |
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float | AngularDamping | |
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bool | bAngularDampingOverriden | Override angular damping for this body. |
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bool | bLinearDampingOverriden | Override linear damping for this body. |
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bool | bUseGravityOverride | Use manual gravity override. |
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bool | bWindEnabled | Whether to use wind forces on this body. |
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FVector | CenterOfMass | Body center of mass (CoM of all shapes) |
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AnimPhysCollisionType | CollisionType | Collision Data (Only how we interact with planes currently) |
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FVector | GravityOverride | Direct gravity override value. |
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float | GravityScale | Override gravity scale for this body. |
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float | InverseMass | 1.0f / Mass |
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FMatrix | InverseTensorWithoutMass | Mass free inverse tensor (easier to scale mass) |
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FMatrix | InverseWorldSpaceTensor | Full (with mass) inverse tensor in world space. |
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float | LinearDamping | |
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float | Mass | Mass of this body. |
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FQuat | NextOrientation | |
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FVector | NextPosition | Maintained state, Start/Prev/Next. |
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FQuat | PreviousOrientation | |
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FVector | PreviousPosition | |
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FAnimPhysState | PreviousState | Previous motion state (linear/angular momentum) |
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TArray< FAnimPhysShape > | Shapes | Shapes contained within this body. |
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float | SphereCollisionRadius | Radius to use when not using CoM collision mode. |
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FQuat | StartOrientation | |
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FVector | StartPosition | |
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FAnimPhysWindData | WindData | Per-body wind data (speed, direction etc.) |
Constructors
Type | Name | Description | |
---|---|---|---|
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FAnimPhysRigidBody
(
TArray< FAnimPhysShape >& InShapes, |
Functions
Type | Name | Description | |
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FVector | Spin () |
Spin / Omega for the body. |