Module |
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Header |
/Engine/Source/Runtime/PhysicsCore/Public/SQCapture.h |
Include |
#include "SQCapture.h" |
struct FSQCapture
Allows us to capture a scene query with either physx or chaos and then load it into either format for testing purposes.
Name | Description | ||
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const Chaos::FI... |
ChaosGeometry |
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ChaosOverlapBuffer |
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ChaosOverlapTouches |
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TUniquePtr< Cha... |
ChaosOwnerObject |
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ChaosRaycastBuffer |
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ChaosRaycastTouches |
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ChaosSweepBuffer |
For now just use physx hit buffer |
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ChaosSweepTouches |
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float |
DeltaMag |
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Dir |
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TUniquePtr< ICo... |
FilterCallback |
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OutputFlags |
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PxGeometryHolde... |
PhysXGeometry |
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PhysXOverlapBuffer |
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PhysXRaycastBuffer |
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PhysXSweepBuffer |
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FQueryFilterDat... |
QueryFilterData |
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TUniquePtr< Cha... |
SerializableChaosGeometry |
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enum FSQCapture... |
SQType |
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StartPoint |
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StartTM |
Name | Description | |
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FSQCapture ( |
Name | Description | |
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~FSQCapture() |
Name | Description | ||
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EndCaptureChaosOverlap ( |
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EndCaptureChaosRaycast ( |
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EndCaptureChaosSweep ( |
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EndCapturePhysXOverlap ( |
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EndCapturePhysXRaycast ( |
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EndCapturePhysXSweep ( |
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ECollisionQu... |
GetFilterResult ( |
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ECollisionQu... |
GetFilterResult ( |
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StartCaptureChaosOverlap ( |
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StartCaptureChaosRaycast ( |
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StartCaptureChaosSweep ( |
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StartCapturePhysXOverlap ( |
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StartCapturePhysXRaycast ( |
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StartCapturePhysXSweep ( |
Name | Description | ||
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operator= ( |
Name |
Description |
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ESQType |
Name |
Description |
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ShapeCollectionID |