FPhysScene_Chaos

Low level Chaos scene used when building custom simulations that don't exist in the main world physics scene.

Windows
MacOS
Linux

Inheritance Hierarchy

FTickableGameObject

FGCObject

FPhysScene_Chaos

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/Physics/Experimental/PhysScene_Chaos.h

Include

#include "Physics/Experimental/PhysScene_Chaos.h"

Syntax

class FPhysScene_Chaos :
    public FTickableGameObject,
    public FGCObject

Remarks

Low level Chaos scene used when building custom simulations that don't exist in the main world physics scene.

Constructors

Name Description

Public function

FPhysScene_Chaos

(
    AActor* InSolverActor
)

Destructors

Name Description

Public function Virtual

~FPhysScene_Chaos()

Functions

Name Description

Public function

void

 

AddObject

(
    UPrimitiveComponent* Component,
    FGeometryParticlePhysicsProxy*...
)

Called during creation of the physics state for gamethread objects to pass off an object to the physics thread

Public function

void

 

AddObject

(
    UPrimitiveComponent* Component,
    FGeometryCollectionPhysicsProxy...
)

Called during creation of the physics state for gamethread objects to pass off an object to the physics thread

Public function

void

 

AddObject

(
    UPrimitiveComponent* Component,
    FFieldSystemPhysicsProxy* InOb...
)

Called during creation of the physics state for gamethread objects to pass off an object to the physics thread

Public function

void

 

AddObject

(
    UPrimitiveComponent* Component,
    FStaticMeshPhysicsProxy* InObj...
)

Called during creation of the physics state for gamethread objects to pass off an object to the physics thread

Public function

void

 

AddObject

(
    UPrimitiveComponent* Component,
    FSkeletalMeshPhysicsProxy* InO...
)

Called during creation of the physics state for gamethread objects to pass off an object to the physics thread

Public function

void

 

AddPieModifiedObject

(
    UObject* InObj
)

Public function

void

 

AddToComponentMaps

(
    UPrimitiveComponent* Component,
    IPhysicsProxyBase* InObject
)

Public function

void

 

CopySolverAccelerationStructure()

Copies the acceleration structure out of the solver, does no thread safety checking so ensure calls to this are made at appropriate sync points if required

Public function Const

Chaos::IDisp...

 

GetDispatcher()

Get the internal Dispatcher object

Public function Const

IPhysicsProx...

 

GetOwnedPhysicsProxy

(
    UPrimitiveComponent* Comp
)

Given a component, returns its associated solver object.

Public function Const

OwnerType &#...

 

GetOwningComponent

(
    IPhysicsProxyBase* PhysicsProx...
)

Given a solver object, returns its associated component.

Public function

FPhysicsRepl...

 

GetPhysicsReplication()

Public function Const

Chaos::FPhys...

 

GetSolver()

Get the internal Chaos solver object

Public function Const

AActor *

 

GetSolverActor()

Returns the actor that owns this solver.

Public function

Chaos::ISpat...

 

GetSpacialAcceleration()

Public function Const

const Chaos:...

 

GetSpacialAcceleration()

Public function

void

 

OnWorldEndPlay()

Callback when a world ends, to mark updated packages dirty.

Public function

void

 

RegisterForCollisionEvents

(
    UPrimitiveComponent* Component
)

Public function

void

 

RemoveActorFromAccelerationStructure

(
    FPhysicsActorHandle& Actor
)

Public function

void

 

RemoveFromComponentMaps

(
    IPhysicsProxyBase* InObject
)

Public function

void

 

RemoveObject

Called during physics state destruction for the game thread to remove objects from the simulation #BG TODO - Doesn't actually remove from the evolution at the moment

Public function

void

 

RemoveObject

(
    FSkeletalMeshPhysicsProxy* InO...
)

Called during physics state destruction for the game thread to remove objects from the simulation #BG TODO - Doesn't actually remove from the evolution at the moment

Public function

void

 

RemoveObject

(
    FStaticMeshPhysicsProxy* InObj...
)

Called during physics state destruction for the game thread to remove objects from the simulation #BG TODO - Doesn't actually remove from the evolution at the moment

Public function

void

 

RemoveObject

Called during physics state destruction for the game thread to remove objects from the simulation #BG TODO - Doesn't actually remove from the evolution at the moment

Public function

void

 

RemoveObject

(
    FFieldSystemPhysicsProxy* InOb...
)

Called during physics state destruction for the game thread to remove objects from the simulation #BG TODO - Doesn't actually remove from the evolution at the moment

Public function

void

 

SetPhysicsReplication

(
    FPhysicsReplication* InPhysics...
)

Public function

void

 

Shutdown()

Public function

void

 

UnRegisterForCollisionEvents

(
    UPrimitiveComponent* Component
)

Public function

void

 

UpdateActorInAccelerationStructure

(
    const FPhysicsActorHandle& Actor
)

Public function

void

 

UpdateActorsInAccelerationStructure

(
    const TArrayView< FPhysicsActorHand...
)

Overridden from FTickableGameObject

Name Description

Public function Virtual Const

bool

 

IsTickableInEditor()

Used to determine whether the object should be ticked in the editor.

Public function Virtual Const

bool

 

IsTickableWhenPaused()

Used to determine if an object should be ticked when the game is paused.

Overridden from FTickableObjectBase

Name Description

Public function Virtual Const

TStatId

 

GetStatId()

Return the stat id to use for this tickable

Public function Virtual Const

ETickableTic...

 

GetTickableTickType()

Begin FTickableGameObject implementation.

Public function Virtual Const

bool

 

IsTickable()

Virtual that can be overloaded by the inheriting class.

Public function Virtual

void

 

Tick

(
    float DeltaTime
)

Pure virtual that must be overloaded by the inheriting class.

Overridden from FGCObject

Name Description

Public function Virtual

void

 

AddReferencedObjects

(
    FReferenceCollector& Collector
)

FGCObject Interface ///////////////////////////////////////////////////.

Public function Virtual Const

FString

 

GetReferencerName()

Use this method to report a name for your referencer.

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