FAnimPhys::ConstrainPositionNailed

Constrain bodies together as if fixed or nailed (linear only, bodies can still rotate)

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/Animation/AnimPhysicsSolver.h

Include

#include "Animation/AnimPhysicsSolver.h"

Source

/Engine/Source/Runtime/Engine/Private/Animation/AnimPhysicsSolver.cpp

Syntax

static void ConstrainPositionNailed
(
    float DeltaTime,
    TArray< FAnimPhysLinearLimit > & LimitContainer,
    FAnimPhysRigidBody * FirstBody,
    const FVector & FirstPosition,
    FAnimPhysRigidBody * SecondBody,
    const FVector & SecondPosition
)

Remarks

Constrain bodies together as if fixed or nailed (linear only, bodies can still rotate)

Parameters

Parameter

Description

LimitContainer

Container to add limits to

FirstBody

First body in constraint (or nullptr for world)

FirstPosition

Local position on first body to apply constraint

SecondBody

Second body in constraint

SecondPosition

Local position on second body to apply constraint

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss