UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FAnimPhys Member List

This is the complete list of members for FAnimPhys, including all inherited members.

AngularAccelerationAlphaFAnimPhysstatic
ApplyImpulse(FAnimPhysRigidBody *InOutRigidBody, const FVector &InWorldOrientedImpactPoint, const FVector &InImpulse)FAnimPhysstatic
bEnableDetailedStatsFAnimPhysstatic
CalculateCenterOfMass(const TArray< FVector > &InVertices, const TArray< FIntVector > &InTriangles)FAnimPhysstatic
CalculateCenterOfMass(const TArray< FAnimPhysShape > &InShapes)FAnimPhysstatic
CalculateInertia(const TArray< FVector > &InVertices, const TArray< FIntVector > &InTriangles, const FVector &InCenterOfMass)FAnimPhysstatic
CalculateInertia(const TArray< FAnimPhysShape > &InShapes, const FVector &InCenterOfMass)FAnimPhysstatic
CalculateVolume(const TArray< FVector > &InVertices, const TArray< FIntVector > &InTriangles)FAnimPhysstatic
CalculateVolume(const TArray< FAnimPhysShape > &InShapes)FAnimPhysstatic
CentrifugalAlphaFAnimPhysstatic
ConstrainAlongDirection(float DeltaTime, TArray< FAnimPhysLinearLimit > &LimitContainer, FAnimPhysRigidBody *FirstBody, const FVector &FirstPosition, FAnimPhysRigidBody *SecondBody, const FVector &SecondPosition, const FVector &AxisToConstrain, const FVector2D Limits, float MinimumForce=-MAX_flt, float MaximumForce=MAX_flt)FAnimPhysstatic
ConstrainAngularRange(float DeltaTime, TArray< FAnimPhysAngularLimit > &LimitContainer, FAnimPhysRigidBody *FirstBody, FAnimPhysRigidBody *SecondBody, const FQuat &JointFrame, AnimPhysTwistAxis TwistAxis, const FVector &JointLimitMin, const FVector &JointLimitMax, float InJointBias)FAnimPhysstatic
ConstrainConeAngle(float DeltaTime, TArray< FAnimPhysAngularLimit > &LimitContainer, FAnimPhysRigidBody *FirstBody, const FVector &Normal0, FAnimPhysRigidBody *SecondBody, const FVector &Normal1, float LimitAngle, float InJointBias)FAnimPhysstatic
ConstrainPlanar(float DeltaTime, TArray< FAnimPhysLinearLimit > &LimitContainer, FAnimPhysRigidBody *Body, const FTransform &PlaneTransform)FAnimPhysstatic
ConstrainPositionNailed(float DeltaTime, TArray< FAnimPhysLinearLimit > &LimitContainer, FAnimPhysRigidBody *FirstBody, const FVector &FirstPosition, FAnimPhysRigidBody *SecondBody, const FVector &SecondPosition)FAnimPhysstatic
ConstrainPositionPrismatic(float DeltaTime, TArray< FAnimPhysLinearLimit > &LimitContainer, FAnimPhysRigidBody *FirstBody, const FVector &FirstPosition, FAnimPhysRigidBody *SecondBody, const FVector &SecondPosition, const FQuat &PrismRotation, const FVector &LimitsMin, const FVector &LimitsMax)FAnimPhysstatic
ConstrainSphericalInner(float DeltaTime, TArray< FAnimPhysLinearLimit > &LimitContainer, FAnimPhysRigidBody *Body, const FTransform &SphereTransform, float SphereRadius)FAnimPhysstatic
ConstrainSphericalOuter(float DeltaTime, TArray< FAnimPhysLinearLimit > &LimitContainer, FAnimPhysRigidBody *Body, const FTransform &SphereTransform, float SphereRadius)FAnimPhysstatic
CoriolisAlphaFAnimPhysstatic
CreateSpring(TArray< FAnimPhysSpring > &SpringContainer, FAnimPhysRigidBody *Body0, FVector Position0, FAnimPhysRigidBody *Body1, FVector Position1)FAnimPhysstatic
EulerAlphaFAnimPhysstatic
PhysicsUpdate(float DeltaTime, TArray< FAnimPhysRigidBody * > &Bodies, TArray< FAnimPhysLinearLimit > &LinearLimits, TArray< FAnimPhysAngularLimit > &AngularLimits, TArray< FAnimPhysSpring > &Springs, const FVector &GravityDirection, const FVector &ExternalForce, const FVector &ExternalLinearAcc, const FVector &ExternalAngularAcc, const FVector &ExternalAngularVelocity, int32 NumPreIterations=8, int32 NumPostIterations=2)FAnimPhysstatic
ScaleRigidBodyMass(FAnimPhysRigidBody *InOutRigidBody, float Scale)FAnimPhysstatic