Module |
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Header |
/Engine/Source/Runtime/Engine/Public/Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h |
Include |
#include "Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h" |
struct FActorHandle
Handle associated with a physics actor. This is the proper way to read/write to the physics simulation
No constructors are accessible with public or protected access.
Name | Description | |
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~FActorHandle() |
Name | Description | ||
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AddForce ( |
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AddImpulseAtLocation |
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AddRadialForce ( |
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AddTorque ( |
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GetAngularDamping() |
Get the angular damping |
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GetAngularVelocity() |
Get the angular velocity |
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GetInertia() |
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GetInverseInertia() |
Get the inverse inertia. Mass-space inverse inertia diagonal vector |
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GetInverseMass() |
Get the inverse mass. |
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GetIsKinematic() |
Is the actor kinematic |
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const FKinem... |
GetKinematicTarget() |
Gets the kinematic target (next transform) for the actor if one is set (check HasKinematicTarget() to see if a target is available) |
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GetLevel() |
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GetLinearDamping() |
Get the linear damping |
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GetLinearVelocity() |
Get the linear velocity |
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GetLocalCoMTransform() |
Get the actor-space centre of mass offset |
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GetMass() |
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GetMaxAngularVelocitySquared() |
Get the max angular velocity squared |
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GetMaxContactImpulse() |
Get the max contact impulse |
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GetMaxDepenetrationVelocity() |
Get the max depenetration velocity |
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GetMaxLinearVelocitySquared() |
Get the max linear velocity squared |
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const FName ... |
GetName() |
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const Chaos:... |
GetParticle() |
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Chaos::FGeom... |
GetParticle() |
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GetWorldTransform() |
Get the world transform |
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HasKinematicTarget() |
Does this actor have a kinematic target (next kinematic transform to be applied) |
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InitWorldTransform ( |
Sets the world transform, zeroes velocity, etc. |
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IsSimulated() |
Whether the body is simulating |
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IsStatic() |
Whether the body is static |
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SetAngularDamping ( |
Set the angular damping |
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SetAngularVelocity ( |
Set the angular velocity |
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SetEnabled ( |
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SetInverseInertia ( |
Set the inverse inertia. Mass-space inverse inertia diagonal vector |
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SetInverseMass ( |
Set the inverse mass. 0 indicates kinematic object |
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SetIsKinematic ( |
Make a body kinematic, or non-kinematic |
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SetKinematicTarget ( |
Sets the kinematic target. This will affect velocities as expected |
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SetLevel ( |
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SetLinearDamping ( |
Set the linear damping |
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SetLinearVelocity ( |
Set the linear velocity |
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SetMaxAngularVelocitySquared ( |
Set the max angular velocity squared |
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SetMaxContactImpulse ( |
Set the max contact impulse |
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SetMaxDepenetrationVelocity ( |
Set the max depenetration velocity |
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SetMaxLinearVelocitySquared ( |
Set the max linear velocity squared |
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SetName ( |
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SetWorldTransform ( |
Sets the world transform, maintains velocity etc. |