| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Experimental/ChaosSolverEngine/Public/Chaos/ChaosSolverActor.h |
Include |
#include "Chaos/ChaosSolverActor.h" |
class AChaosSolverActor : public AActor
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bGenerateContactGraph |
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bHasFloor |
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BreakingFilterSettings |
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ChaosDebugSubstepControl |
Control to pause/step/substep the solver to the next synchronization point. |
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float |
ClusterConnectionFactor |
ClusterConnectionFactor |
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ClusterUnionConnectionType |
ObjectType defines how to initialize the rigid objects state, Kinematic, Sleeping, Dynamic. |
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CollisionFilterSettings |
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CollisionIterations |
Collision Iteration |
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DoGenerateBreakingData |
Turns on/off breaking data generation |
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DoGenerateCollisionData |
Turns on/off collision data generation |
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DoGenerateTrailingData |
Turns on/off trailing data generation |
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float |
FloorHeight |
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float |
MassScale |
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PushOutIterations |
PushOut Iteration |
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PushOutPairIterations |
PushOut Iteration |
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SpriteComponent |
Display icon in the editor |
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float |
TimeStepMultiplier |
NumberOfSubSteps |
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TrailingFilterSettings |
Name | Description | |
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AChaosSolverActor ( |
Name | Description | ||
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UChaosGamepl... |
GetGameplayEventDispatcher() |
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TSharedPtr< ... |
GetPhysicsScene() |
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Chaos::FPhys... |
GetSolver() |
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SetAsCurrentWorldSolver() |
Makes this solver the current world solver. |
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SetSolverActive ( |
Controls whether the solver is able to simulate particles it controls |
Name | Description | ||
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BeginPlay() |
Overridable native event for when play begins for this actor. |
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EndPlay ( |
Overridable function called whenever this actor is being removed from a level |
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PostRegisterAllComponents() |
Called after all the components in the Components array are registered, called both in editor and during gameplay |
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PreInitializeComponents() |
Called right before components are initialized, only called during gameplay |
Name | Description | ||
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PostDuplicate ( |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |