Go to the source code of this file.
|
| FTransform | SpaceToWorldTransform (ESimulationSpace Space, const FTransform &ComponentToWorld, const FTransform &BaseBoneTM) |
| |
| FVector | WorldVectorToSpaceNoScale (ESimulationSpace Space, const FVector &WorldDir, const FTransform &ComponentToWorld, const FTransform &BaseBoneTM) |
| |
| FVector | WorldPositionToSpace (ESimulationSpace Space, const FVector &WorldPoint, const FTransform &ComponentToWorld, const FTransform &BaseBoneTM) |
| |
| FTransform | ConvertCSTransformToSimSpace (ESimulationSpace Space, const FTransform &InCSTransform, const FTransform &ComponentToWorld, const FTransform &BaseBoneTM) |
| |
◆ ESimulationSpace
Determines in what space the simulation should run
| Enumerator |
|---|
| ComponentSpace | Simulate in component space. Moving the entire skeletal mesh will have no affect on velocities
|
| WorldSpace | Simulate in world space. Moving the skeletal mesh will generate velocity changes
|
| BaseBoneSpace | Simulate in another bone space. Moving the entire skeletal mesh and individually modifying the base bone will have no affect on velocities
|
◆ ESimulationTiming
Determines behaviour regarding deferral of simulation tasks.
| Enumerator |
|---|
| Default | Use the default project setting as defined by p.RigidBodyNode.DeferredSimulationDefault.
|
| Synchronous | Always run the simulation to completion during animation evaluation.
|
| Deferred | Always run the simulation in the background and retrieve the result on the next animation evaluation.
|
◆ ConvertCSTransformToSimSpace()
◆ SpaceToWorldTransform()
◆ WorldPositionToSpace()
◆ WorldVectorToSpaceNoScale()
◆ bEnableRigidBodyNode
◆ CVarEnableRigidBodyNode
◆ CVarEnableRigidBodyNodeSimulation
◆ CVarRigidBodyLODThreshold