FPhysicsCommand_PhysX

API to access the physics interface.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/Physics/PhysicsInterfacePhysX.h

Include

#include "Physics/PhysicsInterfacePhysX.h"

Syntax

struct FPhysicsCommand_PhysX

Remarks

API to access the physics interface. All calls to FPhysicsInterface functions should be inside an Execute* callable. This is to ensure correct lock semantics and command buffering if the specific API supports deferred commands.

Functions

Name Description

Public function Static

bool

 

ExecuteRead

(
    const FPhysicsActorHandle_PhysX& I...,
    TFunctionRef< void...
)

Executes with appropriate read locking, return true if execution took place (actor was valid)

Public function Static

bool

 

ExecuteRead

(
    USkeletalMeshComponent* InMesh...,
    TFunctionRef< void()> InCallable
)

Executes with appropriate read locking, return true if execution took place (actor was valid)

Public function Static

bool

 

ExecuteRead

(
    const FPhysicsConstraintHandle_Phys...,
    TFunctionRef< void...
)

Executes with appropriate read locking, return true if execution took place (actor was valid)

Public function Static

bool

 

ExecuteRead

(
    FPhysScene_PhysX* InScene,
    TFunctionRef< void()> InCallable
)

Executes with appropriate read locking, return true if execution took place (actor was valid)

Public function Static

bool

 

ExecuteRead

(
    const FPhysicsActorHandle_PhysX& I...,
    const FPhysicsActorHandle_PhysX& I...,
    TFunctionRef< void...
)

Executes with appropriate read locking, return true if execution took place (actor was valid)

Public function Static

void

 

ExecuteShapeWrite

(
    FBodyInstance* InInstance,
    FPhysicsShapeHandle_PhysX& InShape,
    TFunctionRef< void...
)

Executes function on a shape.

Public function Static

bool

 

ExecuteWrite

(
    const FPhysicsActorHandle_PhysX& I...,
    TFunctionRef< void...
)

Executes with appropriate write locking, return true if execution took place (actor was valid)

Public function Static

bool

 

ExecuteWrite

(
    FPhysicsActorHandle_PhysX& InHandl...,
    TFunctionRef< void...
)

Executes with appropriate write locking, return true if execution took place (actor was valid)

Public function Static

bool

 

ExecuteWrite

(
    USkeletalMeshComponent* InMesh...,
    TFunctionRef< void()> InCallable
)

Executes with appropriate write locking, return true if execution took place (actor was valid)

Public function Static

bool

 

ExecuteWrite

(
    const FPhysicsConstraintHandle_Phys...,
    TFunctionRef< void...
)

Executes with appropriate write locking, return true if execution took place (actor was valid)

Public function Static

bool

 

ExecuteWrite

(
    FPhysScene_PhysX* InScene,
    TFunctionRef< void()> InCallable
)

Executes with appropriate write locking, return true if execution took place (actor was valid)

Public function Static

bool

 

ExecuteWrite

(
    const FPhysicsActorHandle_PhysX& I...,
    const FPhysicsActorHandle_PhysX& I...,
    TFunctionRef< void...
)

Executes with appropriate write locking, return true if execution took place (actor was valid)

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