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API > API/Plugins > API/Plugins/ControlRigDynamics
Configuration/settings for the dynamics solver.
| Name | FRigDynamicsSolverSettings |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/ControlRigDynamics/Source/ControlRigDynamics/Public/RigDynamicsData.h |
| Include Path | #include "RigDynamicsData.h" |
Syntax
USTRUCT (BlueprintType )
struct FRigDynamicsSolverSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bReadBoneOrientations | bool | If true, then the read-back from the solver is done by rotating bones to match the directions between particles. | RigDynamicsData.h |
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| bReadBonePositions | bool | If true the bone positions (translation) will be updated based on the particles. | RigDynamicsData.h |
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| bResetFromEvaluationInterval | bool | RigDynamicsData.h |
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| bResetFromKinematicSpeed | bool | RigDynamicsData.h |
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| bResetFromPosition | bool | RigDynamicsData.h |
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| EvaluationIntervalThresholdForReset | float | If the time between successive solver evaluations (measured via the rig's absolute time) exceeds this value AND is also greater than the frame's delta time, the pose and velocities of all objects in the simulation are reset. | RigDynamicsData.h |
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| Gravity | FVector | Gravity in world space. This can be scaled by each particle. | RigDynamicsData.h |
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| KinematicSpeedThresholdForReset | float | If any kinematic object in the simulation exceeds this speed, we will reset the pose and velocities of all objects in the simulation. | RigDynamicsData.h |
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| MaxNumSteps | int32 | The maximum number of steps that the update can be divided into. | RigDynamicsData.h |
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| MaxTimeStep | float | The maximum timestep of any step. | RigDynamicsData.h |
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| NumConstraintSubIterations | int32 | The number of constraint (distance and collision) sub-iterations. | RigDynamicsData.h |
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| NumIterations | int32 | This is the total number of iterations, including iterating over the particle targets. | RigDynamicsData.h |
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| PositionThresholdForReset | float | If any object in the simulation exceeds this distance from the simulation origin, we will reset the pose and velocity of all objects in the simulation. | RigDynamicsData.h |
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| SimulationSpace | ERigDynamicsSimulationSpace | RigDynamicsData.h |
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| SpaceBone | FRigElementKey | The bone to use for the simulation space (only relevant if SimulationSpace is set to SpaceBone) | RigDynamicsData.h |
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