| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Public/GeometryCollection/SkeletalMeshSimulationComponent.h |
Include |
#include "GeometryCollection/SkeletalMeshSimulationComponent.h" |
class USkeletalMeshSimulationComponent :
public UActorComponent,
public IChaosNotifyHandlerInterface
Name | Description | ||
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bNotifyCollisions |
If true, this component will get collision notification events ( |
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bSimulating |
ChaosPhysics | GeneralWhen Simulating is enabled the Component will initialize its rigid bodies within the solver. |
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ChaosSolverActor |
Chaos RBD Solver |
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CollisionGroup |
Collision group - 0 = collides with all, -1 = none |
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CollisionType |
ChaosPhysics | CollisionsCollisionType defines how to initialize the rigid collision structures. |
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float |
Density |
Density / mass. |
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int |
ImplicitShapeMaxNumParticles |
Maximum number of particles for each implicit shape. |
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int |
ImplicitShapeMinNumParticles |
Minimum number of particles for each implicit shape. |
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float |
ImplicitShapeParticlesPerUnitArea |
Number of particles to generate per unit area (square cm). |
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InitialAngularVelocity |
Initial angular velocity. |
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InitialLinearVelocity |
Initial linear velocity. |
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InitialVelocityType |
ChaosPhysics | Clustering ChaosPhysics | Initial VelocityWhere to pull initial velocity from - user defined or animation. |
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MaxLevelSetResolution |
Resolution on the smallest axes for the level set. (def: 10) |
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float |
MaxMass |
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MinLevelSetResolution |
Resolution on the smallest axes for the level set. (def: 5) |
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float |
MinMass |
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ObjectType |
ObjectType defines how to initialize the rigid collision structures. |
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OnChaosPhysicsCollision |
Collision |
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UPhysicsAsset &... |
OverridePhysicsAsset |
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const UChaosPhy... |
PhysicalMaterial |
ChaosPhysicsPhysical Properties |
Name | Description | |
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USkeletalMeshSimulationComponent ( |
Name | Description | ||
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const TShare... |
GetPhysicsScene() |
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ReceivePhysicsCollision ( |
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. |
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TickComponent ( |
Function called every frame on this ActorComponent. |
Name | Description | ||
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DispatchChaosPhysicsCollisionBlueprintEvents ( |
Implementing classes should override to dispatch whatever blueprint events they choose to offer |