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API > API/Runtime > API/Runtime/Engine
| Name | FSimpleSuspension |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Physics/SimpleSuspension.h |
| Include Path | #include "Physics/SimpleSuspension.h" |
Syntax
struct FSimpleSuspension
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Physics/SimpleSuspension.h | |||
FSimpleSuspension
(
const FSimpleSuspensionParams& SuspensionParams |
Physics/SimpleSuspension.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| SuspensionParams | FSimpleSuspensionParams | Physics/SimpleSuspension.h | ||
| SuspensionState | FSimpleSuspensionState | Physics/SimpleSuspension.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ComputeSpringParams
(
const float TotalMass, |
Compute sprung masses, stiffnesses, damping, etc. | Physics/SimpleSuspension.h | |
void Setup
(
const FSimpleSuspensionParams& InSuspensionParams |
Take full set of parameters. They might be invalid, who cares. | Physics/SimpleSuspension.h | |
void Setup
(
const FSimpleSuspensionParams& InSuspensionParams, |
Copy in a full set of parameters, and then compute the spring params and overwrite whatever we got for that | Physics/SimpleSuspension.h | |
void Update
(
const FTransform& LocalToWorld, |
Compute suspension compressions, individual spring forces, and the total force that the suspension system wants to apply to the body. | Physics/SimpleSuspension.h |