UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FSuspensionUtility Struct Reference

#include <SuspensionUtility.h>

Static Public Member Functions

static CHAOSVEHICLESCORE_API bool ComputeSprungMasses (const TArray< FVector > &MassSpringPositions, const float TotalMass, TArray< float > &OutSprungMasses)
 
static CHAOSVEHICLESCORE_API bool ComputeSprungMasses (const TArray< FVector > &LocalSpringPositions, const FVector &LocalCenterOfMass, const float TotalMass, TArray< float > &OutSprungMasses)
 
static float ComputeNaturalFrequency (float SpringRate, float SprungMass)
 
static float ComputeCriticalDamping (float SpringRate, float SprungMass)
 
static float ComputeDamping (float SpringRate, float SprungMass, float DampingRatio)
 

Member Function Documentation

◆ ComputeCriticalDamping()

static float FSuspensionUtility::ComputeCriticalDamping ( float  SpringRate,
float  SprungMass 
)
inlinestatic

Compute spring damping value that will achieve critical damping

◆ ComputeDamping()

static float FSuspensionUtility::ComputeDamping ( float  SpringRate,
float  SprungMass,
float  DampingRatio 
)
inlinestatic

Compute spring damping value that will achieve the desired damping ratio. A damping ratio between 0.2-0.5 is typical of vehicle suspension

◆ ComputeNaturalFrequency()

static float FSuspensionUtility::ComputeNaturalFrequency ( float  SpringRate,
float  SprungMass 
)
inlinestatic

Natural frequency of spring in radians/sec - divide by 2Pi to get result in Hz

◆ ComputeSprungMasses() [1/2]

bool FSuspensionUtility::ComputeSprungMasses ( const TArray< FVector > &  LocalSpringPositions,
const FVector LocalCenterOfMass,
const float  TotalMass,
TArray< float > &  OutSprungMasses 
)
static

Same as above, but allows the caller to specify spring locations in a local space which is not necessarily originated at the center of mass.

◆ ComputeSprungMasses() [2/2]

bool FSuspensionUtility::ComputeSprungMasses ( const TArray< FVector > &  MassSpringPositions,
const float  TotalMass,
TArray< float > &  OutSprungMasses 
)
static

Compute the distribution of the mass of a body among springs. This method assumes that spring positions are given relative to the center of mass of the body, and that gravity occurs in the local -Z direction.

Returns true if it was able to find a valid mass configuration. If only one or two springs are included, then a valid configuration may not result in a stable suspension system - a bicycle or pogostick, for example, which is not perfectly centered may have a valid sprung mass configuration without being stable.


The documentation for this struct was generated from the following files: