| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/PhysicsEngine/PhysicsSpringComponent.h |
Include |
#include "PhysicsEngine/PhysicsSpringComponent.h" |
class UPhysicsSpringComponent : public USceneComponent
Note: this component is still work in progress. Uses raycast springs for simple vehicle forces Used with objects that have physics to create a spring down the X direction ie. point X in the direction you want generate spring.
Name | Description | ||
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bIgnoreSelf |
If true, the spring will ignore all components in its own actor |
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TEnumAsByte< en... |
SpringChannel |
Strength of thrust force applied to the base object. |
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float |
SpringCompression |
The current compression of the spring. A spring at rest will have SpringCompression 0. |
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float |
SpringDamping |
Specifies how quickly the spring can absorb energy of a body. |
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float |
SpringLengthAtRest |
Determines how long the spring will be along the X-axis at rest. |
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float |
SpringRadius |
Determines the radius of the spring. |
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float |
SpringStiffness |
Specifies how much strength the spring has. |
Name | Description | |
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UPhysicsSpringComponent ( |
Name | Description | ||
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float |
GetNormalizedCompressionScalar() |
Returns the spring compression as a normalized scalar along spring direction. |
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GetSpringCurrentEndPoint() |
Returns the spring current end point in world space. |
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GetSpringDirection() |
Returns the spring direction from start to resting point |
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GetSpringRestingPoint() |
Returns the spring resting point in world space. |
Name | Description | ||
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TickComponent ( |
Function called every frame on this ActorComponent. |