| FTickableGameObject | ||
| FGCObject
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Module |
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Header |
/Engine/Source/Runtime/Engine/Public/Physics/Experimental/PhysScene_Chaos.h |
Include |
#include "Physics/Experimental/PhysScene_Chaos.h" |
class FPhysScene_Chaos :
public FTickableGameObject,
public FGCObject
Low level Chaos scene used when building custom simulations that don't exist in the main world physics scene.
Name | Description | |
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FPhysScene_Chaos ( |
Name | Description | |
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~FPhysScene_Chaos() |
Name | Description | ||
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AddObject ( |
Called during creation of the physics state for gamethread objects to pass off an object to the physics thread |
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AddObject ( |
Called during creation of the physics state for gamethread objects to pass off an object to the physics thread |
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AddObject ( |
Called during creation of the physics state for gamethread objects to pass off an object to the physics thread |
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AddObject ( |
Called during creation of the physics state for gamethread objects to pass off an object to the physics thread |
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AddObject ( |
Called during creation of the physics state for gamethread objects to pass off an object to the physics thread |
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AddPieModifiedObject ( |
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AddToComponentMaps ( |
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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 |
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Chaos::IDisp... |
GetDispatcher() |
Get the internal Dispatcher object |
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IPhysicsProx... |
GetOwnedPhysicsProxy ( |
Given a component, returns its associated solver object. |
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OwnerType &#... |
GetOwningComponent ( |
Given a solver object, returns its associated component. |
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FPhysicsRepl... |
GetPhysicsReplication() |
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Chaos::FPhys... |
GetSolver() |
Get the internal Chaos solver object |
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AActor * |
GetSolverActor() |
Returns the actor that owns this solver. |
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Chaos::ISpat... |
GetSpacialAcceleration() |
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const Chaos:... |
GetSpacialAcceleration() |
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OnWorldEndPlay() |
Callback when a world ends, to mark updated packages dirty. |
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RegisterForCollisionEvents ( |
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RemoveActorFromAccelerationStructure ( |
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RemoveFromComponentMaps ( |
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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 |
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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 |
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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 |
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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 |
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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 |
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SetPhysicsReplication ( |
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Shutdown() |
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UnRegisterForCollisionEvents ( |
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UpdateActorInAccelerationStructure ( |
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UpdateActorsInAccelerationStructure ( |
Name | Description | ||
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IsTickableInEditor() |
Used to determine whether the object should be ticked in the editor. |
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IsTickableWhenPaused() |
Used to determine if an object should be ticked when the game is paused. |
Name | Description | ||
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GetStatId() |
Return the stat id to use for this tickable |
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ETickableTic... |
GetTickableTickType() |
Begin FTickableGameObject implementation. |
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IsTickable() |
Virtual that can be overloaded by the inheriting class. |
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Tick ( |
Pure virtual that must be overloaded by the inheriting class. |
Name | Description | ||
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AddReferencedObjects ( |
FGCObject Interface ///////////////////////////////////////////////////. |
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GetReferencerName() |
Use this method to report a name for your referencer. |