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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <SimpleSuspension.h>
Public Member Functions | |
| FSimpleSuspension () | |
| FSimpleSuspension (const FSimpleSuspensionParams &SuspensionParams) | |
| void | Setup (const FSimpleSuspensionParams &InSuspensionParams) |
| void | Setup (const FSimpleSuspensionParams &InSuspensionParams, const float TotalMass, const float Gravity) |
| void | ComputeSpringParams (const float TotalMass, const float Gravity) |
| void | Update (const FTransform &LocalToWorld, const FVector &LinearVelocity, const FVector &AngularVelocityRad, const FSimpleSuspensionRaycast &RaycastFunction=SimpleSuspensionRaycastGroundPlane) |
Public Attributes | |
| FSimpleSuspensionParams | SuspensionParams |
| FSimpleSuspensionState | SuspensionState |
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inline |
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inline |
Compute sprung masses, stiffnesses, damping, etc.
| void FSimpleSuspension::Setup | ( | const FSimpleSuspensionParams & | InSuspensionParams | ) |
Take full set of parameters. They might be invalid, who cares.
| void FSimpleSuspension::Setup | ( | const FSimpleSuspensionParams & | InSuspensionParams, |
| const float | TotalMass, | ||
| const float | Gravity | ||
| ) |
Copy in a full set of parameters, and then compute the spring params and overwrite whatever we got for that
| void FSimpleSuspension::Update | ( | const FTransform & | LocalToWorld, |
| const FVector & | LinearVelocity, | ||
| const FVector & | AngularVelocityRad, | ||
| const FSimpleSuspensionRaycast & | RaycastFunction = SimpleSuspensionRaycastGroundPlane |
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| ) |
Compute suspension compressions, individual spring forces, and the total force that the suspension system wants to apply to the body. Actual application of this force must be done by someone else.
| FSimpleSuspensionParams FSimpleSuspension::SuspensionParams |
| FSimpleSuspensionState FSimpleSuspension::SuspensionState |