| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Experimental/FieldSystem/Source/FieldSystemEngine/Public/Field/FieldSystemComponent.h |
Include |
#include "Field/FieldSystemComponent.h" |
class UFieldSystemComponent : public UPrimitiveComponent
FieldSystemComponent
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bHasPhysicsState |
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BlueprintBufferedCommands |
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ChaosModule |
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UFieldSystem &#... |
FieldSystem |
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PhysicsProxy |
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SupportedSolvers |
List of solvers this field will affect. An empty list makes this field affect all solvers. |
Name | Description | |
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UFieldSystemComponent ( |
Name | Description | ||
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AddFieldCommand ( |
ApplyPhysicsField |
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ApplyLinearForce |
ApplyLinearForce This function will dispatch a command to the physics thread to apply a uniform linear force on each particle within the simulation. |
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ApplyPhysicsField ( |
ApplyPhysicsField This function will dispatch a command to the physics thread to apply a generic evaluation of a user defined field network. |
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ApplyRadialForce |
ApplyRadialForce This function will dispatch a command to the physics thread to apply a linear force that points away from a position. |
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ApplyRadialVectorFalloffForce |
ApplyRadialVectorFalloffForce This function will dispatch a command to the physics thread to apply a linear force from a position in space. |
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ApplyStayDynamicField |
ApplyStayDynamicField This function will dispatch a command to the physics thread to apply a kinematic to dynamic state change for the particles within the field. |
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ApplyStrainField |
ApplyStrainField This function will dispatch a command to the physics thread to apply a strain field on a clustered set of geometry. |
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ApplyUniformVectorFalloffForce |
ApplyUniformVectorFalloffForce This function will dispatch a command to the physics thread to apply a linear force in a uniform direction. |
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DispatchCommand ( |
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const UField... |
GetFieldSystem() |
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GetPhysicsScenes() |
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ResetFieldSystem() |
ClearFieldSystem |
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SetFieldSystem ( |
FieldSystem |
Name | Description | ||
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FPrimitiveSc... |
CreateSceneProxy() |
Creates a proxy to represent the primitive to the scene manager in the rendering thread. |
Name | Description | ||
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HasAnySockets() |
Returns true if this component has any sockets |
Name | Description | ||
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HasValidPhysicsState() |
Used to check that DestroyPhysicsState() is working correctly |
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OnCreatePhysicsState() |
Used to create any physics engine information for this component |
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OnDestroyPhysicsState() |
Used to shut down and physics engine structure for this component |
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ShouldCreatePhysicsState() |
Return true if CreatePhysicsState() should be called. |