UFieldSystemComponent

FieldSystemComponent

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MacOS
Linux

Inheritance Hierarchy

References

Module

FieldSystemEngine

Header

/Engine/Source/Runtime/Experimental/FieldSystem/Source/FieldSystemEngine/Public/Field/FieldSystemComponent.h

Include

#include "Field/FieldSystemComponent.h"

Syntax

class UFieldSystemComponent : public UPrimitiveComponent

Remarks

FieldSystemComponent

Variables

Name Description

Protected variable

bool

 

bHasPhysicsState

Public variable

TArray< FFieldS...

 

BlueprintBufferedCommands

Protected variable

FChaosSolversMo...

 

ChaosModule

Public variable

UFieldSystem &#...

 

FieldSystem

Protected variable

FFieldSystemPhy...

 

PhysicsProxy

Public variable

TArray< TSoftOb...

 

SupportedSolvers

List of solvers this field will affect. An empty list makes this field affect all solvers.

Constructors

Name Description

Public function

UFieldSystemComponent

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

AddFieldCommand

(
    bool Enabled,
    EFieldPhysicsType Target,
    UFieldSystemMetaData* MetaData,
    UFieldNodeBase* Field
)

ApplyPhysicsField

Public function

void

 

ApplyLinearForce

(
    bool Enabled,
    FVector Direction,
    float Magnitude
)

ApplyLinearForce This function will dispatch a command to the physics thread to apply a uniform linear force on each particle within the simulation.

Public function

void

 

ApplyPhysicsField

(
    bool Enabled,
    EFieldPhysicsType Target,
    UFieldSystemMetaData* MetaData,
    UFieldNodeBase* Field
)

ApplyPhysicsField This function will dispatch a command to the physics thread to apply a generic evaluation of a user defined field network.

Public function

void

 

ApplyRadialForce

(
    bool Enabled,
    FVector Position,
    float Magnitude
)

ApplyRadialForce This function will dispatch a command to the physics thread to apply a linear force that points away from a position.

Public function

void

 

ApplyRadialVectorFalloffForce

(
    bool Enabled,
    FVector Position,
    float Radius,
    float Magnitude
)

ApplyRadialVectorFalloffForce This function will dispatch a command to the physics thread to apply a linear force from a position in space.

Public function

void

 

ApplyStayDynamicField

(
    bool Enabled,
    FVector Position,
    float Radius
)

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.

Public function

void

 

ApplyStrainField

(
    bool Enabled,
    FVector Position,
    float Radius,
    float Magnitude,
    int32 Iterations
)

ApplyStrainField This function will dispatch a command to the physics thread to apply a strain field on a clustered set of geometry.

Public function

void

 

ApplyUniformVectorFalloffForce

(
    bool Enabled,
    FVector Position,
    FVector Direction,
    float Radius,
    float Magnitude
)

ApplyUniformVectorFalloffForce This function will dispatch a command to the physics thread to apply a linear force in a uniform direction.

Protected function

void

 

DispatchCommand

(
    const FFieldSystemCommand& InComma...
)

Public function Const

const UField...

 

GetFieldSystem()

Public function Const

TSet< FPhysS...

 

GetPhysicsScenes()

Public function

void

 

ResetFieldSystem()

ClearFieldSystem

Public function

void

 

SetFieldSystem

(
    UFieldSystem* FieldSystemIn
)

FieldSystem

Overridden from UPrimitiveComponent

Name Description

Public function Virtual

FPrimitiveSc...

 

CreateSceneProxy()

Creates a proxy to represent the primitive to the scene manager in the rendering thread.

Overridden from USceneComponent

Name Description

Public function Virtual Const

bool

 

HasAnySockets()

Returns true if this component has any sockets

Overridden from UActorComponent

Name Description

Protected function Virtual Const

bool

 

HasValidPhysicsState()

Used to check that DestroyPhysicsState() is working correctly

Protected function Virtual

void

 

OnCreatePhysicsState()

Used to create any physics engine information for this component

Protected function Virtual

void

 

OnDestroyPhysicsState()

Used to shut down and physics engine structure for this component

Protected function Virtual Const

bool

 

ShouldCreatePhysicsState()

Return true if CreatePhysicsState() should be called.

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