Chaos::EChaosCollisionTraceFlag

Default settings implementation.

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References

Module

Chaos

Header

/Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/Particles.h

Include

#include "Chaos/Particles.h"

Syntax

namespace Chaos
{
    enum EChaosCollisionTraceFlag
    {
        Chaos_CTF_UseDefault,
        Chaos_CTF_UseSimpleAndComplex,
        Chaos_CTF_UseSimpleAsComplex,
        Chaos_CTF_UseComplexAsSimple,
        Chaos_CTF_MAX,
    }
}

Values

Name

Description

Chaos_CTF_UseDefault

Use project physics settings (DefaultShapeComplexity)

Chaos_CTF_UseSimpleAndComplex

Create both simple and complex shapes.

Chaos_CTF_UseSimpleAsComplex

Create only simple shapes. Use simple shapes for all scene queries and collision tests.

Chaos_CTF_UseComplexAsSimple

Create only complex shapes (per poly).

Chaos_CTF_MAX

Remarks

Copyright Epic Games, Inc.All Rights Reserved.

Copyright Epic Games, Inc. All Rights Reserved.

Copyright Epic Games, Inc. All Rights Reserved. Draw functions for debugging trace/sweeps/overlaps

LEGACY CODE Kept around for serialization of old data. Most of the API has been removed, except what is needed to convert to the new format. See ConvexHalfEdgeStructureData.h for the replacement.

This is an approximation but only collides with spheres in the velocity direction which can hurt compared to all directions when it comes to thickness

todo: -proper suspension setup for resting position - decide on parameters i.e. use SuspensionMaxRaise/SuspensionMaxDrop?? -natural frequency stuff -defaults

todo: Not really making use of this yet. Tire nuances more advanced than current simulation which just requires one friction value

Typical gear ratios: Reverse −4.181, 1st 3.818, 2nd 2.294, 3rd 1.500, 4th 1.133, 5th 0.911 Source: Georg Rill. Road Vehicle Dynamics: Fundamentals and Modeling (Ground Vehicle Engineering Series) (p. 121). CRC Press.

#todo: Add clutch option #todo: Proper defaults

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