| FChaosScene
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Module |
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Header |
/Engine/Source/Runtime/Engine/Public/Physics/Experimental/PhysScene_Chaos.h |
Include |
#include "Physics/Experimental/PhysScene_Chaos.h" |
class FPhysScene_Chaos : public FChaosScene
Low level Chaos scene used when building custom simulations that don't exist in the main world physics scene.
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OnPhysScenePreTick |
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OnPhysSceneStep |
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FPhysScene_Chaos ( |
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~FPhysScene_Chaos() |
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AddAggregateToScene ( |
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AddCustomPhysics_AssumesLocked ( |
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AddForce_AssumesLocked ( |
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AddForceAtPosition_AssumesLocked ( |
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AddObject ( |
Called during creation of the physics state for gamethread objects to pass off an object to the physics thread |
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AddObject ( |
Called during creation of the physics state for gamethread objects to pass off an object to the physics thread |
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AddObject ( |
Called during creation of the physics state for gamethread objects to pass off an object to the physics thread |
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AddObject ( |
Called during creation of the physics state for gamethread objects to pass off an object to the physics thread |
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AddPendingOnConstraintBreak ( |
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AddPendingSleepingEvent ( |
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AddRadialForceToBody_AssumesLocked ( |
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AddReferencedObjects ( |
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AddToComponentMaps ( |
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AddTorque_AssumesLocked ( |
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ApplyWorldOffset ( |
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ClearForces_AssumesLocked ( |
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ClearPreSimKinematicUpdate ( |
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ClearTorques_AssumesLocked ( |
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DeferPhysicsStateCreation ( |
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DirtyElementCount |
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EnsureCollisionTreeIsBuilt ( |
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ExecApexVis ( |
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ExecPxVis ( |
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GetKinematicTarget_AssumesLocked ( |
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GetNumAwakeBodies() |
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const TArray... |
GetOwnedPhysicsProxies ( |
Given a component, returns its associated solver objects. |
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OwnerType &#... |
GetOwningComponent ( |
Given a solver object, returns its associated component. |
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const UWorld... |
GetOwningWorld() |
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UWorld * |
GetOwningWorld() |
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GetPendingCollisionNotifies ( |
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FPhysicsRepl... |
GetPhysicsReplication() |
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AActor * |
GetSolverActor() |
Returns the actor that owns this solver. |
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HandleExecCommands ( |
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HasAsyncScene() |
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KillVisualDebugger() |
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ListAwakeRigidBodies ( |
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MarkForPreSimKinematicUpdate ( |
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OnWorldBeginPlay() |
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OnWorldEndPlay() |
Callback when a world ends, to mark updated packages dirty. |
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ProcessDeferredCreatePhysicsState() |
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RegisterForCollisionEvents ( |
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RemoveBodyInstanceFromPendingLists_AssumesLocked ( |
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RemoveDeferredPhysicsStateCreation ( |
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RemoveFromComponentMaps ( |
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RemoveObject ( |
Called during physics state destruction for the game thread to remove objects from the simulation #BG TODO - Doesn't actually remove from the evolution at the moment |
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RemoveObject ( |
Called during physics state destruction for the game thread to remove objects from the simulation #BG TODO - Doesn't actually remove from the evolution at the moment |
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RemoveObject ( |
Called during physics state destruction for the game thread to remove objects from the simulation #BG TODO - Doesn't actually remove from the evolution at the moment |
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RemoveObject |
Called during physics state destruction for the game thread to remove objects from the simulation #BG TODO - Doesn't actually remove from the evolution at the moment |
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ResimNFrames ( |
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SetKinematicTarget_AssumesLocked ( |
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SetOwningWorld ( |
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SetPhysicsReplication ( |
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SetPhysXTreeRebuildRate ( |
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StartAsync() |
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SupportsOriginShifting() |
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UnRegisterForCollisionEvents ( |
Name |
Description |
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FOnPhysScenePreTick |
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FOnPhysSceneStep |
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Super |
Name |
Description |
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CollisionModifierCallback |
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PhysicsReplicationFactory |