96 , bLinearFullyLocked(
false)
103#if WITH_EDITORONLY_DATA
126 bool bLinearFullyLocked;
129 UPROPERTY(EditAnywhere, Category =
Linear, meta = (UIMax = "0", ClampMax = "0"))
133 UPROPERTY(EditAnywhere, Category =
Linear, meta = (UIMin = "0", ClampMin = "0"))
149 UPROPERTY(EditAnywhere, Category =
Angular, meta=(DisplayAfter=AngularLimitsMax))
153 UPROPERTY(EditAnywhere, Category =
Angular, meta = (UIMin = "0", UIMax = "90", ClampMin = "0", ClampMax = "90"))
156#if WITH_EDITORONLY_DATA
170 UPROPERTY(EditAnywhere, Category =
Angular, meta = (UIMin =
"-180", UIMax =
"180", ClampMin =
"-180", ClampMax =
"180"))
173 UPROPERTY(EditAnywhere, Category =
Angular, meta = (UIMin = "-180", UIMax = "180", ClampMin = "-180", ClampMax = "180"))
359 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadWrite, Category =
PhysicsParameters, meta = (PinHiddenByDefault, DisplayAfter =
"NumSolverIterationsPostUpdate", EditCondition = bOverrideLinearDamping))
365 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadWrite, Category =
PhysicsParameters, meta = (PinHiddenByDefault, DisplayAfter = "LinearDampingOverride", EditCondition = bOverrideAngularDamping))
366 float AngularDampingOverride;
378 UPROPERTY(EditAnywhere, Category = Setup)
382 UPROPERTY(EditAnywhere, Category = Setup, meta = (EditCondition = bChain, DisplayAfter = "BoundBone"))
389 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
PhysicsParameters, meta = (PinHiddenByDefault, DisplayAfter = "bGravityOverrideInSimSpace", EditCondition = "!bUseGravityOverride"))
393 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
PhysicsParameters, meta = (PinHiddenByDefault, DisplayAfter = "bUseGravityOverride", EditCondition = "bUseGravityOverride"))
400 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
PhysicsParameters, meta = (EditCondition = bLinearSpring, PinHiddenByDefault, DisplayAfter = "AngularSpringConstant"))
401 float LinearSpringConstant;
408 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
PhysicsParameters, meta = (DisplayAfter = "PhysicsBodyDefinitions", EditCondition = bAngularSpring, PinHiddenByDefault))
409 float AngularSpringConstant;
412 UPROPERTY(EditAnywhere, Category = Wind, meta=(DisplayAfter="bEnableWind"))
416 UPROPERTY(EditAnywhere, Category = Settings, meta = (PinHiddenByDefault))
420 UPROPERTY(EditAnywhere, Category = Settings, meta = (PinHiddenByDefault))
424 UPROPERTY(EditAnywhere, Category = Settings)
437 UPROPERTY(EditAnywhere, Category = Settings, meta = (PinHiddenByDefault))
445 UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadWrite, Category =
PhysicsParameters, meta = (PinHiddenByDefault, DisplayAfter = "AngularDampingOverride", EditCondition = bOverrideAngularBias))
446 float AngularBiasOverride;
453 UPROPERTY(EditAnywhere, AdvancedDisplay, Category =
PhysicsParameters, meta = (PinHiddenByDefault, DisplayAfter = "NumSolverIterationsPreUpdate"))
454 int32 NumSolverIterationsPostUpdate;
461 UPROPERTY(EditAnywhere, Category = Forces, meta = (PinShownByDefault))
469 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Setup, meta = (PinHiddenByDefault, DisplayPriority=0))
504 UPROPERTY(EditAnywhere, AdvancedDisplay, Category =
PhysicsParameters, meta=(InlineEditConditionToggle, DisplayAfter="AngularDampingOverride"))
508 UPROPERTY(EditAnywhere, AdvancedDisplay, Category =
PhysicsParameters, meta=(InlineEditConditionToggle, DisplayAfter="LinearDampingOverride"))
523 uint8 bGravityOverrideInSimSpace : 1;
534 UPROPERTY(EditAnywhere, Category = Setup, meta=(InlineEditConditionToggle))
538 UPROPERTY(EditAnywhere, Category = Retargeting)
541#if WITH_EDITORONLY_DATA
633 float AnimPhysicsMinDeltaTime;
634 float MaxPhysicsDeltaTime;
635 float MaxSubstepDeltaTime;
669 FVector SimSpaceGravityDirection;
672 FVector PreviousComponentLinearVelocity;
675 FVector PreviousSimSpaceAngularVelocity;
680#if ENABLE_ANIM_DRAW_DEBUG
FAnimPhysBodyDefinition & operator=(const FAnimPhysBodyDefinition &Other)
Definition AnimNode_AnimDynamics.h:250
FAnimPhysRigidBody PhysBody
Definition AnimNode_AnimDynamics.h:70
FAnimPhysBoneRigidBody(TArray< FAnimPhysShape > &Shapes, const FVector &Position, const FBoneReference &LinkedBone)
Definition AnimNode_AnimDynamics.h:65
Definition AnimNode_AnimDynamics.h:76
FAnimPhysBoneRigidBody * ParentBody
Definition AnimNode_AnimDynamics.h:83
FAnimPhysBoneRigidBody RigidBody
Definition AnimNode_AnimDynamics.h:82
FAnimPhysLinkedBody(TArray< FAnimPhysShape > &Shapes, const FVector &Position, const FBoneReference &LinkedBone)
Definition AnimNode_AnimDynamics.h:77