Name |
Description |
|
---|---|---|
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APhysicsConstraintActor |
Copyright Epic Games, Inc. All Rights Reserved. |
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APhysicsThruster |
Attach one of these on an object using physics simulation and it will apply a force down the negative-X direction ie. point X in the direction you want the thrust in. |
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ARadialForceActor |
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ARigidBodyBase |
RigidBodyBase: The base class of all rigid bodies. |
|
FAngularDriveConstraint |
Angular Drive |
|
FBodyInstance |
Container for a physics representation of an object |
|
FBodyInstanceEditorHelpers |
Helper methods for classes with body instances. |
|
FBodySetupUVInfo |
UV information for BodySetup, only created if [UPhysicsSettings::bSupportUVFromHitResults](API\Runtime\Engine\PhysicsEngine\UPhysicsSettings\bSupportUVFromHitResults) |
|
FChaosPhysicsSettings |
Settings container for Chaos physics engine settings, accessed in Chaos through a setting provider interface. |
|
FCollisionResponse |
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|
FConeConstraint |
Cone constraint |
|
FConstraintBaseParams |
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FConstraintDrive |
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FConstraintInstance |
Container for a physics representation of an object. |
|
FConstraintInstanceBase |
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|
FConstraintProfileProperties |
Container for properties of a physics constraint that can be easily swapped at runtime. |
|
FCookBodySetupInfo |
Helper struct to indicate which geometry needs to be cooked |
|
FInitBodiesHelper |
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FInitBodiesHelperBase |
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|
FInitBodiesHelperWithData |
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FInitBodySpawnParams |
Helper struct to specify spawn behavior |
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FKAggregateGeom |
Container for an aggregate of collision shapes |
|
FKBoxElem |
Box shape used for collision |
|
FKConvexElem |
One convex hull, used for simplified collision. |
|
FKShapeElem |
Sphere shape used for collision |
|
FKSphereElem |
Sphere shape used for collision |
|
FKSphylElem |
Capsule shape used for collision. Z axis is capsule axis. |
|
FKTaperedCapsuleElem |
Capsule shape used for collision. |
|
FLinearConstraint |
Distance constraint |
|
FLinearDriveConstraint |
Linear Drive |
|
FPhysicalAnimationData |
Stores info on the type of motor that will be used for a given bone |
|
FPhysicalAnimationProfile |
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FPhysicalSurfaceName |
Structure that represents the name of physical surfaces. |
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FPhysicsConstraintProfileHandle |
Complete constraint definition used by rigid body physics. |
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FRigidBodyIndexPair |
Endian save storage for a pair of rigid body indices used as a key in the CollisionDisableTable TMap. |
|
FSolverIterations |
[Chaos Only] |
|
FTwistConstraint |
Angular roll constraint |
|
UBodySetup |
BodySetup contains all collision information that is associated with a single asset. |
|
UPhysicalAnimationComponent |
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|
UPhysicsAsset |
PhysicsAsset contains a set of rigid bodies and constraints that make up a single ragdoll. |
|
UPhysicsCollisionHandler |
|
|
UPhysicsConstraintComponent |
This is effectively a joint that allows you to connect 2 rigid bodies together. |
|
UPhysicsConstraintTemplate |
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|
UPhysicsHandleComponent |
Utility object for moving physics objects around. |
|
UPhysicsSettings |
Default physics settings. |
|
UPhysicsSpringComponent |
This component is still work in progress. |
|
UPhysicsThrusterComponent |
Used with objects that have physics to apply a force down the negative-X direction ie. point X in the direction you want the thrust in. |
|
URadialForceComponent |
Used to emit a radial force or impulse that can affect physics objects and or destructible objects. |
|
USkeletalBodySetup |