| 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 |
|