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API > API/Plugins > API/Plugins/ControlRigPhysics
Configuration/settings for the physics solver.
| Name | FRigPhysicsSolverSettings |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/ControlRigPhysics/Source/ControlRigPhysics/Public/RigPhysicsData.h |
| Include Path | #include "RigPhysicsData.h" |
Syntax
USTRUCT (BlueprintType )
struct FRigPhysicsSolverSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAllowCCD | bool | Allows the solver to use the EnableCCD setting on the bodies. | RigPhysicsData.h |
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| bAutomaticallyAddPhysicsBodyComponents | bool | If true, then any physics body component below (the element owning this one) will be automatically added to this solver, if its UseAutomaticSolver/AutoFindSolver flag is set. | RigPhysicsData.h |
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| BoundsVelocityMultiplier | float | Expands the shape bounds to detect potentially active contacts when moving. | RigPhysicsData.h |
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| bResetFromEvaluationInterval | bool | RigPhysicsData.h |
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| bResetFromKinematicAcceleration | bool | RigPhysicsData.h |
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| bResetFromKinematicSpeed | bool | RigPhysicsData.h |
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| bResetFromPosition | bool | RigPhysicsData.h |
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| bSolveJointPositionsLast | bool | When solving joints, whether to solve the positions last (as opposed to the orientations) | RigPhysicsData.h |
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| bUseLinearJointSolver | bool | Whether to use the linear or non-linear solver for RBAN Joints. | RigPhysicsData.h |
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| bUseManifolds | bool | It enables the use of multi-point contact manifolds, which are created only once at the start of each tick. | RigPhysicsData.h |
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| bWorldCollisionIncludePhysics | bool | Should world bodies with QueryAndPhysics collision type enabled be collided against. | RigPhysicsData.h |
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| bWorldCollisionIncludeProbe | bool | Should world bodies with Probe collision types enabled be collided against. | RigPhysicsData.h |
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| bWorldCollisionIncludeQuery | bool | Should world bodies with Query collision types enabled be collided against. | RigPhysicsData.h |
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| Collision | FRigPhysicsCollision | The collision shapes defined in the collision space - e.g. for representing a ground etc. | RigPhysicsData.h |
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| CollisionBoundsExpansion | float | This is the distance margin around shapes used to detect collisions. | RigPhysicsData.h |
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| CollisionSpace | ERigPhysicsSimulationSpace | The space in which collision shapes are defined. | RigPhysicsData.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. | RigPhysicsData.h |
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| FixedTimeStep | float | The recommended fixed timestep for the solver. | RigPhysicsData.h |
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| Gravity | FVector | RigPhysicsData.h |
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| KinematicAccelerationThresholdForReset | float | If any kinematic object in the simulation exceeds this acceleration, we will reset the velocities of all objects in the simulation. | RigPhysicsData.h |
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| KinematicSpeedThresholdForReset | float | If any kinematic object in the simulation exceeds this speed, we will reset the velocities of all objects in the simulation. | RigPhysicsData.h |
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| MaxDeltaTime | float | If a variable timestep is in use, this is the maximum delta time that can be used. | RigPhysicsData.h |
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| MaxDepenetrationVelocity | float | When bodies are penetrating, this is the maximum velocity delta that can be applied in one frame. | RigPhysicsData.h |
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| MaxNumRollingAverageStepTimes | int32 | This sets how or if the step size should be smoothed. | RigPhysicsData.h |
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| MaxTimeSteps | int32 | The maximum number of solver steps that can be made. | RigPhysicsData.h |
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| MaxVelocityBoundsExpansion | float | The maximum margin added due to movement. | RigPhysicsData.h |
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| PositionIterations | int32 | The number of position iterations to run. | RigPhysicsData.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 the entire simulation. | RigPhysicsData.h |
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| ProjectionIterations | int32 | The number of projection iterations to run. | RigPhysicsData.h |
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| SimulationSpace | ERigPhysicsSimulationSpace | RigPhysicsData.h |
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| SpaceBone | FRigElementKey | The bone to use for the collision or simulation space (only relevant if one is set to BoneSpace) | RigPhysicsData.h |
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| VelocityIterations | int32 | The number of velocity iterations to run. | RigPhysicsData.h |
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| WorldCollisionBoundsExpansion | float | Scales up the volume used to collect world objects for collision. | RigPhysicsData.h |
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| WorldCollisionType | ERigPhysicsWorldCollisionType | Overlap type used to collect world objects. If set to None then there will be no world collisions. | RigPhysicsData.h |
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