FPhysScene_Chaos

Low level Chaos scene used when building custom simulations that don't exist in the main world physics scene.

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MacOS
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Inheritance Hierarchy

FChaosScene

FPhysScene_Chaos

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/Physics/Experimental/PhysScene_Chaos.h

Include

#include "Physics/Experimental/PhysScene_Chaos.h"

Syntax

class FPhysScene_Chaos : public FChaosScene

Remarks

Low level Chaos scene used when building custom simulations that don't exist in the main world physics scene.

Variables

Constructors

Name Description

Public function

FPhysScene_Chaos

(
    AActor* InSolverActor
)

Destructors

Name Description

Public function Virtual

~FPhysScene_Chaos()

Functions

Name Description

Public function

void

 

AddAggregateToScene

(
    const FPhysicsAggregateHandle& InA...
)

Public function

void

 

AddCustomPhysics_AssumesLocked

(
    FBodyInstance* BodyInstance,
    FCalculateCustomPhysics& Calculate...
)

Public function

void

 

AddForce_AssumesLocked

(
    FBodyInstance* BodyInstance,
    const FVector& Force,
    bool bAllowSubstepping,
    bool bAccelChange
)

Public function

void

 

AddForceAtPosition_AssumesLocked

(
    FBodyInstance* BodyInstance,
    const FVector& Force,
    const FVector& Position,
    bool bAllowSubstepping,
    bool bIsLocalForce
)

Public function

void

 

AddObject

(
    UPrimitiveComponent* Component,
    FSingleParticlePhysicsProxy* I...
)

Called during creation of the physics state for gamethread objects to pass off an object to the physics thread

Public function

void

 

AddObject

(
    UPrimitiveComponent* Component,
    FGeometryCollectionPhysicsProxy...
)

Called during creation of the physics state for gamethread objects to pass off an object to the physics thread

Public function

void

 

AddObject

(
    UPrimitiveComponent* Component,
    FStaticMeshPhysicsProxy* InObj...
)

Called during creation of the physics state for gamethread objects to pass off an object to the physics thread

Public function

void

 

AddObject

(
    UPrimitiveComponent* Component,
    FSkeletalMeshPhysicsProxy* InO...
)

Called during creation of the physics state for gamethread objects to pass off an object to the physics thread

Public function

void

 

AddPendingOnConstraintBreak

(
    FConstraintInstance* Constrain...,
    int32 SceneType
)

Public function

void

 

AddPendingSleepingEvent

(
    FBodyInstance* BI,
    ESleepEvent SleepEventType,
    int32 SceneType
)

Public function

void

 

AddRadialForceToBody_AssumesLocked

(
    FBodyInstance* BodyInstance,
    const FVector& Origin,
    const float Radius,
    const float Strength,
    const uint8 Falloff,
    bool bAccelChange,
    bool bAllowSubstepping
)

Public function Virtual

void

 

AddReferencedObjects

(
    FReferenceCollector& Collector
)

Public function

void

 

AddToComponentMaps

(
    UPrimitiveComponent* Component,
    IPhysicsProxyBase* InObject
)

Public function

void

 

AddTorque_AssumesLocked

(
    FBodyInstance* BodyInstance,
    const FVector& Torque,
    bool bAllowSubstepping,
    bool bAccelChange
)

Public function

void

 

ApplyWorldOffset

(
    FVector InOffset
)

Public function

void

 

ClearForces_AssumesLocked

(
    FBodyInstance* BodyInstance,
    bool bAllowSubstepping
)

Public function

void

 

ClearPreSimKinematicUpdate

(
    USkeletalMeshComponent* InSkel...
)

Public function

void

 

ClearTorques_AssumesLocked

(
    FBodyInstance* BodyInstance,
    bool bAllowSubstepping
)

Public function

void

 

DeferPhysicsStateCreation

(
    UPrimitiveComponent* Component
)

Public function

int32

 

DirtyElementCount

Public function

void

 

EnsureCollisionTreeIsBuilt

(
    UWorld* World
)

Public function

bool

 

ExecApexVis

(
    uint32 SceneType,
    const TCHAR* Cmd,
    FOutputDevice* Ar
)

Public function

bool

 

ExecPxVis

(
    uint32 SceneType,
    const TCHAR* Cmd,
    FOutputDevice* Ar
)

Public function Const

bool

 

GetKinematicTarget_AssumesLocked

(
    const FBodyInstance* BodyInsta...,
    FTransform& OutTM
)

Public function Const

int32

 

GetNumAwakeBodies()

Public function Const

const TArray...

 

GetOwnedPhysicsProxies

(
    UPrimitiveComponent* Comp
)

Given a component, returns its associated solver objects.

Public function Const

OwnerType &#...

 

GetOwningComponent

(
    IPhysicsProxyBase* PhysicsProx...
)

Given a solver object, returns its associated component.

Public function Const

const UWorld...

 

GetOwningWorld()

Public function

UWorld *

 

GetOwningWorld()

Public function

TArray< FCol...

 

GetPendingCollisionNotifies

(
    int32 SceneType
)

Public function

FPhysicsRepl...

 

GetPhysicsReplication()

Public function Const

AActor *

 

GetSolverActor()

Returns the actor that owns this solver.

Public function

bool

 

HandleExecCommands

(
    const TCHAR* Cmd,
    FOutputDevice* Ar
)

Public function Const

bool

 

HasAsyncScene()

Public function

void

 

KillVisualDebugger()

Public function

void

 

ListAwakeRigidBodies

(
    bool bIncludeKinematic
)

Public function

bool

 

MarkForPreSimKinematicUpdate

(
    USkeletalMeshComponent* InSkel...,
    ETeleportType InTeleport,
    bool bNeedsSkinning
)

Public function

void

 

OnWorldBeginPlay()

Public function

void

 

OnWorldEndPlay()

Callback when a world ends, to mark updated packages dirty.

Public function

void

 

ProcessDeferredCreatePhysicsState()

Public function

void

 

RegisterForCollisionEvents

(
    UPrimitiveComponent* Component
)

Public function

void

 

RemoveBodyInstanceFromPendingLists_AssumesLocked

(
    FBodyInstance* BodyInstance,
    int32 SceneType
)

Public function

void

 

RemoveDeferredPhysicsStateCreation

(
    UPrimitiveComponent* Component
)

Public function

void

 

RemoveFromComponentMaps

(
    IPhysicsProxyBase* InObject
)

Public function

void

 

RemoveObject

(
    FStaticMeshPhysicsProxy* InObj...
)

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

Public function

void

 

RemoveObject

(
    FSkeletalMeshPhysicsProxy* InO...
)

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

Public function

void

 

RemoveObject

(
    FSingleParticlePhysicsProxy* I...
)

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

Public function

void

 

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

Public function

void

 

ResimNFrames

(
    int32 NumFrames
)

Public function

void

 

SetKinematicTarget_AssumesLocked

(
    FBodyInstance* BodyInstance,
    const FTransform& TargetTM,
    bool bAllowSubstepping
)

Public function

void

 

SetOwningWorld

(
    UWorld* InOwningWorld
)

Public function

void

 

SetPhysicsReplication

(
    FPhysicsReplication* InPhysics...
)

Public function

void

 

SetPhysXTreeRebuildRate

(
    int32 RebuildRate
)

Public function

void

 

StartAsync()

Public function Static

bool

 

SupportsOriginShifting()

Public function

void

 

UnRegisterForCollisionEvents

(
    UPrimitiveComponent* Component
)

Typedefs

Constants

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