 |
FVector |
Anchor0 |
Local space anchor positions (in space of Body0 and Body1 respectively) |
 |
FVector |
Anchor1 |
|
 |
FVector |
AngularTarget |
Target in body0 space for the target axis on body1 to reach. |
 |
AnimPhysTwistAxis |
AngularTargetAxis |
The axis of body1's orientation to match to the angular target. |
 |
bool |
bApplyAngular |
Whether to apply angular spring force. |
 |
bool |
bApplyLinear |
Whether to apply linear spring force. |
 |
FAnimPhysRigidBody * |
Body0 |
Bodies connected by the spring (Or nullptr for world) |
 |
FAnimPhysRigidBody * |
Body1 |
|
 |
float |
SpringConstantAngular |
Sprint constant for angular springs. |
 |
float |
SpringConstantLinear |
Spring constant for linear springs. |
 |
FQuat |
TargetOrientationOffset |
Extra orientation applied on top of Body0's orientation to the target direction. |