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Stores info on the type of motor that will be used for a given bone
| Name | FPhysicalAnimationData |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/PhysicsEngine/PhysicalAnimationComponent.h |
| Include Path | #include "PhysicsEngine/PhysicalAnimationComponent.h" |
Syntax
USTRUCT (BlueprintType )
struct FPhysicalAnimationData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPhysicalAnimationData() |
PhysicsEngine/PhysicalAnimationComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AngularVelocityStrength | float | The strength used to correct angular velocity error | PhysicsEngine/PhysicalAnimationComponent.h |
|
| bIsLocalSimulation | uint8 | Whether the drive targets are in world space or local | PhysicsEngine/PhysicalAnimationComponent.h |
|
| BodyName | FName | The body we will be driving. | PhysicsEngine/PhysicalAnimationComponent.h | |
| MaxAngularForce | float | The max force used to correct angular errors | PhysicsEngine/PhysicalAnimationComponent.h |
|
| MaxLinearForce | float | The max force used to correct linear errors | PhysicsEngine/PhysicalAnimationComponent.h |
|
| OrientationStrength | float | The strength used to correct orientation error | PhysicsEngine/PhysicalAnimationComponent.h |
|
| PositionStrength | float | The strength used to correct linear position error. Only used for non-local simulation | PhysicsEngine/PhysicalAnimationComponent.h |
|
| VelocityStrength | float | The strength used to correct linear velocity error. Only used for non-local simulation | PhysicsEngine/PhysicalAnimationComponent.h |
|