UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ConstraintUtils Namespace Reference

Functions

ENGINE_API void ConfigureAsHinge (FConstraintInstance &ConstraintInstance, bool bOverwriteLimits=true)
 
ENGINE_API bool IsHinge (const FConstraintInstance &ConstraintInstance)
 
ENGINE_API void ConfigureAsPrismatic (FConstraintInstance &ConstraintInstance, bool bOverwriteLimits=true)
 
ENGINE_API bool IsPrismatic (const FConstraintInstance &ConstraintInstance)
 
ENGINE_API void ConfigureAsSkelJoint (FConstraintInstance &ConstraintInstance, bool bOverwriteLimits=true)
 
ENGINE_API bool IsSkelJoint (const FConstraintInstance &ConstraintInstance)
 
ENGINE_API void ConfigureAsBallAndSocket (FConstraintInstance &ConstraintInstance, bool bOverwriteLimits=true)
 
ENGINE_API bool IsBallAndSocket (const FConstraintInstance &ConstraintInstance)
 

Function Documentation

◆ ConfigureAsBallAndSocket()

void ConstraintUtils::ConfigureAsBallAndSocket ( FConstraintInstance ConstraintInstance,
bool  bOverwriteLimits = true 
)

◆ ConfigureAsHinge()

void ConstraintUtils::ConfigureAsHinge ( FConstraintInstance ConstraintInstance,
bool  bOverwriteLimits = true 
)

◆ ConfigureAsPrismatic()

void ConstraintUtils::ConfigureAsPrismatic ( FConstraintInstance ConstraintInstance,
bool  bOverwriteLimits = true 
)

◆ ConfigureAsSkelJoint()

void ConstraintUtils::ConfigureAsSkelJoint ( FConstraintInstance ConstraintInstance,
bool  bOverwriteLimits = true 
)

◆ IsBallAndSocket()

bool ConstraintUtils::IsBallAndSocket ( const FConstraintInstance ConstraintInstance)

◆ IsHinge()

bool ConstraintUtils::IsHinge ( const FConstraintInstance ConstraintInstance)

◆ IsPrismatic()

bool ConstraintUtils::IsPrismatic ( const FConstraintInstance ConstraintInstance)

◆ IsSkelJoint()

bool ConstraintUtils::IsSkelJoint ( const FConstraintInstance ConstraintInstance)