UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
AnimNode_RigidBody.h File Reference

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Classes

struct  TIsPODType< FSimSpaceSettings >
 
struct  FSimSpaceSettings
 
struct  FAnimNode_RigidBody
 

Enumerations

enum class  ESimulationSpace : uint8 { ComponentSpace , WorldSpace , BaseBoneSpace }
 
enum class  ESimulationTiming : uint8 { Default , Synchronous , Deferred }
 

Functions

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)
 

Variables

ANIMGRAPHRUNTIME_API bool bEnableRigidBodyNode
 
ANIMGRAPHRUNTIME_API FAutoConsoleVariableRef CVarEnableRigidBodyNode
 
ANIMGRAPHRUNTIME_API TAutoConsoleVariable< int32CVarEnableRigidBodyNodeSimulation
 
ANIMGRAPHRUNTIME_API TAutoConsoleVariable< int32CVarRigidBodyLODThreshold
 

Enumeration Type Documentation

◆ ESimulationSpace

enum class ESimulationSpace : uint8
strong

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

enum class ESimulationTiming : uint8
strong

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.

Function Documentation

◆ ConvertCSTransformToSimSpace()

FTransform ConvertCSTransformToSimSpace ( ESimulationSpace  Space,
const FTransform InCSTransform,
const FTransform ComponentToWorld,
const FTransform BaseBoneTM 
)
inline

◆ SpaceToWorldTransform()

FTransform SpaceToWorldTransform ( ESimulationSpace  Space,
const FTransform ComponentToWorld,
const FTransform BaseBoneTM 
)
inline

◆ WorldPositionToSpace()

FVector WorldPositionToSpace ( ESimulationSpace  Space,
const FVector WorldPoint,
const FTransform ComponentToWorld,
const FTransform BaseBoneTM 
)
inline

◆ WorldVectorToSpaceNoScale()

FVector WorldVectorToSpaceNoScale ( ESimulationSpace  Space,
const FVector WorldDir,
const FTransform ComponentToWorld,
const FTransform BaseBoneTM 
)
inline

Variable Documentation

◆ bEnableRigidBodyNode

ANIMGRAPHRUNTIME_API bool bEnableRigidBodyNode
extern

◆ CVarEnableRigidBodyNode

ANIMGRAPHRUNTIME_API FAutoConsoleVariableRef CVarEnableRigidBodyNode
extern

◆ CVarEnableRigidBodyNodeSimulation

ANIMGRAPHRUNTIME_API TAutoConsoleVariable<int32> CVarEnableRigidBodyNodeSimulation
extern

◆ CVarRigidBodyLODThreshold

ANIMGRAPHRUNTIME_API TAutoConsoleVariable<int32> CVarRigidBodyLODThreshold
extern