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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <EngineTypes.h>
Public Member Functions | |
| FRigidBodyErrorCorrection () | |
Rigid body error correction data
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inline |
| float FRigidBodyErrorCorrection::AngleLerp |
How much to directly lerp to the correct angle.
| float FRigidBodyErrorCorrection::AngularVelocityCoefficient |
This is the angular analog to LinearVelocityCoefficient.
| float FRigidBodyErrorCorrection::ErrorAccumulationDistanceSq |
If the body has moved less than the square root of this amount towards a resolved state in the previous frame, then error may accumulate towards a hard snap.
| float FRigidBodyErrorCorrection::ErrorAccumulationSeconds |
Number of seconds to remain in a heuristically unresolveable state before hard snapping.
| float FRigidBodyErrorCorrection::ErrorAccumulationSimilarity |
If the previous error projected onto the current error is greater than this value (indicating "similarity" between states), then error may accumulate towards a hard snap.
| float FRigidBodyErrorCorrection::ErrorPerAngularDifference |
Error per degree
| float FRigidBodyErrorCorrection::ErrorPerLinearDifference |
Error per centimeter
| float FRigidBodyErrorCorrection::LinearVelocityCoefficient |
This is the coefficient k in the differential equation: dx/dt = k ( x_target(t) - x(t) ), which is used to update the velocity in a replication step.
| float FRigidBodyErrorCorrection::MaxLinearHardSnapDistance |
| float FRigidBodyErrorCorrection::MaxRestoredStateError |
Maximum allowable error for a state to be considered "resolved"
| float FRigidBodyErrorCorrection::PingExtrapolation |
Value between 0 and 1 which indicates how much velocity and ping based correction to use
| float FRigidBodyErrorCorrection::PingLimit |
For the purpose of extrapolation, ping will be clamped to this value
| float FRigidBodyErrorCorrection::PositionLerp |
How much to directly lerp to the correct position. Generally this should be very low, if not zero. A higher value will increase precision along with jerkiness.