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| Name | FAnimPhysSpring |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Animation/AnimPhysicsSolver.h |
| Include Path | #include "Animation/AnimPhysicsSolver.h" |
Syntax
struct FAnimPhysSpring
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Anchor0 | FVector | Local space anchor positions (in space of Body0 and Body1 respectively) | Animation/AnimPhysicsSolver.h | |
| Anchor1 | FVector | Animation/AnimPhysicsSolver.h | ||
| AngularTarget | FVector | Target in body0 space for the target axis on body1 to reach. | Animation/AnimPhysicsSolver.h | |
| AngularTargetAxis | AnimPhysTwistAxis | The axis of body1's orientation to match to the angular target. | Animation/AnimPhysicsSolver.h | |
| bApplyAngular | bool | Whether to apply angular spring force. | Animation/AnimPhysicsSolver.h | |
| bApplyLinear | bool | Whether to apply linear spring force. | Animation/AnimPhysicsSolver.h | |
| Body0 | FAnimPhysRigidBody * | Bodies connected by the spring (Or nullptr for world) | Animation/AnimPhysicsSolver.h | |
| Body1 | FAnimPhysRigidBody * | Animation/AnimPhysicsSolver.h | ||
| SpringConstantAngular | float | Sprint constant for angular springs. | Animation/AnimPhysicsSolver.h | |
| SpringConstantLinear | float | Spring constant for linear springs. | Animation/AnimPhysicsSolver.h | |
| TargetOrientationOffset | FQuat | Extra orientation applied on top of Body0's orientation to the target direction. | Animation/AnimPhysicsSolver.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ApplyForces
(
float DeltaTime |
Applies forces to the bound bodies | Animation/AnimPhysicsSolver.h |