Navigation
API > API/Runtime > API/Runtime/Engine
Solver iterations settings for use by RigidBody AnimNode (RBAN) in the Anim Graph. Each RBAN node runs its own solver with these settings.
These settings have no effect when the Physics Asset is used in a world simulation (i.e., as a ragdoll on a SkeletalMeshComponent).
| Name | FPhysicsAssetSolverSettings |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/PhysicsEngine/PhysicsAsset.h |
| Include Path | #include "PhysicsEngine/PhysicsAsset.h" |
Syntax
USTRUCT (BlueprintType )
struct FPhysicsAssetSolverSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPhysicsAssetSolverSettings() |
PhysicsEngine/PhysicsAsset.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bUseLinearJointSolver | bool | RBAN: Whether to use the linear or non-linear solver for RBAN Joints. | PhysicsEngine/PhysicsAsset.h |
|
| bUseManifolds | bool | RBAN: It enables the use of multi-point contact manifolds, which are created only once at the start of each tick. | PhysicsEngine/PhysicsAsset.h |
|
| CullDistance | float | RBAN: The distance at which collisions are ignored. | PhysicsEngine/PhysicsAsset.h |
|
| FixedTimeStep | float | RBAN: The recommended fixed timestep for the RBAN solver. | PhysicsEngine/PhysicsAsset.h |
|
| MaxDepenetrationVelocity | float | RBAN: When bodies are penetrating, this is the maximum velocity delta that can be applied in one frame. | PhysicsEngine/PhysicsAsset.h |
|
| PositionIterations | int32 | RBAN: The number of position iterations to run. | PhysicsEngine/PhysicsAsset.h |
|
| ProjectionIterations | int32 | RBAN: The number of projection iterations to run. | PhysicsEngine/PhysicsAsset.h |
|
| VelocityIterations | int32 | RBAN: The number of velocity iterations to run. | PhysicsEngine/PhysicsAsset.h |
|