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

Macros

#define LOCTEXT_NAMESPACE   "ConstraintInstance"
 
#define SET_DRIVE_PARAM(VAR, CONDITION, BIT)   (VAR) = (CONDITION) ? ((VAR) | (BIT)) : ((VAR) & ~(BIT))
 

Functions

TAutoConsoleVariable< floatCVarConstraintLinearDampingScale (TEXT("p.ConstraintLinearDampingScale"), 1.f, TEXT("The multiplier of constraint linear damping in simulation. Default: 1"), ECVF_ReadOnly)
 
TAutoConsoleVariable< floatCVarConstraintLinearStiffnessScale (TEXT("p.ConstraintLinearStiffnessScale"), 1.f, TEXT("The multiplier of constraint linear stiffness in simulation. Default: 1"), ECVF_ReadOnly)
 
TAutoConsoleVariable< floatCVarConstraintAngularDampingScale (TEXT("p.ConstraintAngularDampingScale"), 100000.f, TEXT("The multiplier of constraint angular damping in simulation. Default: 100000"), ECVF_ReadOnly)
 
TAutoConsoleVariable< floatCVarConstraintAngularStiffnessScale (TEXT("p.ConstraintAngularStiffnessScale"), 100000.f, TEXT("The multiplier of constraint angular stiffness in simulation. Default: 100000"), ECVF_ReadOnly)
 
float RevolutionsToRads (const float Revolutions)
 
FVector RevolutionsToRads (const FVector Revolutions)
 
FTransform CalculateRelativeBoneTransform (const FName ToBoneName, const FName FromBoneName, const FReferenceSkeleton &ReferenceSkeleton)
 
float ComputeAverageMass_AssumesLocked (Chaos::FPhysicsObject *Body1, Chaos::FPhysicsObject *Body2)
 
bool GetActorRefs (FBodyInstance *Body1, FBodyInstance *Body2, FPhysicsActorHandle &OutActorRef1, FPhysicsActorHandle &OutActorRef2, UObject *DebugOwner)
 

Variables

bool bEnableSkeletalMeshConstraints = true
 
FAutoConsoleVariableRef CVarEnableSkeletalMeshConstraints (TEXT("p.EnableSkeletalMeshConstraints"), bEnableSkeletalMeshConstraints, TEXT("Enable skeletal mesh constraints defined within the Physics Asset Editor"))
 
bool bAllowKinematicKinematicConstraints = true
 
FAutoConsoleVariableRef CVarAllowKinematicKinematicConstraints (TEXT("p.AllowKinematicKinematicConstraints"), bAllowKinematicKinematicConstraints, TEXT("Do not create constraints between two rigid kinematics."))
 

Macro Definition Documentation

◆ LOCTEXT_NAMESPACE

#define LOCTEXT_NAMESPACE   "ConstraintInstance"

◆ SET_DRIVE_PARAM

#define SET_DRIVE_PARAM (   VAR,
  CONDITION,
  BIT 
)    (VAR) = (CONDITION) ? ((VAR) | (BIT)) : ((VAR) & ~(BIT))

Handy macro for setting BIT of VAR based on the bool CONDITION

Function Documentation

◆ CalculateRelativeBoneTransform()

FTransform CalculateRelativeBoneTransform ( const FName  ToBoneName,
const FName  FromBoneName,
const FReferenceSkeleton ReferenceSkeleton 
)

Returns the 'To' bone's transform relative to the 'From' bone.

◆ ComputeAverageMass_AssumesLocked()

float ComputeAverageMass_AssumesLocked ( Chaos::FPhysicsObject Body1,
Chaos::FPhysicsObject Body2 
)

◆ CVarConstraintAngularDampingScale()

TAutoConsoleVariable< float > CVarConstraintAngularDampingScale ( TEXT("p.ConstraintAngularDampingScale")  ,
100000.  f,
TEXT("The multiplier of constraint angular damping in simulation. Default: 100000")  ,
ECVF_ReadOnly   
)

◆ CVarConstraintAngularStiffnessScale()

TAutoConsoleVariable< float > CVarConstraintAngularStiffnessScale ( TEXT("p.ConstraintAngularStiffnessScale")  ,
100000.  f,
TEXT("The multiplier of constraint angular stiffness in simulation. Default: 100000")  ,
ECVF_ReadOnly   
)

◆ CVarConstraintLinearDampingScale()

TAutoConsoleVariable< float > CVarConstraintLinearDampingScale ( TEXT("p.ConstraintLinearDampingScale")  ,
1.  f,
TEXT("The multiplier of constraint linear damping in simulation. Default: 1")  ,
ECVF_ReadOnly   
)

◆ CVarConstraintLinearStiffnessScale()

TAutoConsoleVariable< float > CVarConstraintLinearStiffnessScale ( TEXT("p.ConstraintLinearStiffnessScale")  ,
1.  f,
TEXT("The multiplier of constraint linear stiffness in simulation. Default: 1")  ,
ECVF_ReadOnly   
)

◆ GetActorRefs()

bool GetActorRefs ( FBodyInstance Body1,
FBodyInstance Body2,
FPhysicsActorHandle OutActorRef1,
FPhysicsActorHandle OutActorRef2,
UObject DebugOwner 
)

◆ RevolutionsToRads() [1/2]

float RevolutionsToRads ( const float  Revolutions)

◆ RevolutionsToRads() [2/2]

FVector RevolutionsToRads ( const FVector  Revolutions)

Variable Documentation

◆ bAllowKinematicKinematicConstraints

bool bAllowKinematicKinematicConstraints = true

◆ bEnableSkeletalMeshConstraints

bool bEnableSkeletalMeshConstraints = true

◆ CVarAllowKinematicKinematicConstraints

FAutoConsoleVariableRef CVarAllowKinematicKinematicConstraints(TEXT("p.AllowKinematicKinematicConstraints"), bAllowKinematicKinematicConstraints, TEXT("Do not create constraints between two rigid kinematics.")) ( TEXT("p.AllowKinematicKinematicConstraints")  ,
bAllowKinematicKinematicConstraints  ,
TEXT("Do not create constraints between two rigid kinematics."  
)

◆ CVarEnableSkeletalMeshConstraints

FAutoConsoleVariableRef CVarEnableSkeletalMeshConstraints(TEXT("p.EnableSkeletalMeshConstraints"), bEnableSkeletalMeshConstraints, TEXT("Enable skeletal mesh constraints defined within the Physics Asset Editor")) ( TEXT("p.EnableSkeletalMeshConstraints")  ,
bEnableSkeletalMeshConstraints  ,
TEXT("Enable skeletal mesh constraints defined within the Physics Asset Editor"  
)