UChaosDestructionListener

Object allowing for retrieving Chaos Destruction data.

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Inheritance Hierarchy

References

Module

GeometryCollectionEngine

Header

/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Public/ChaosBlueprint.h

Include

#include "ChaosBlueprint.h"

Syntax

class UChaosDestructionListener : public USceneComponent

Remarks

Object allowing for retrieving Chaos Destruction data.

Variables

Name Description

Protected variable

FThreadSafeBool

 

bChanged

Public variable

uint8: 1

 

bIsBreakingEventListeningEnabled

Whether or not collision event listening is enabled.

Public variable

uint8: 1

 

bIsCollisionEventListeningEnabled

Whether or not collision event listening is enabled.

Public variable

uint8: 1

 

bIsTrailingEventListeningEnabled

Whether or not trailing event listening is enabled.

Public variable

FChaosBreakingE...

 

BreakingEventRequestSettings

The settings to use for breaking event listening.

Protected variable

TSharedPtr< FCh...

 

ChaosBreakingFilter

Protected variable

TSharedPtr< FCh...

 

ChaosCollisionFilter

Protected variable

FTransform

 

ChaosComponentTransform

Public variable

TSet< AChaosSol...

 

ChaosSolverActors

Which chaos solver actors we're using. If empty, this listener will fallback to the "world" solver.

Protected variable

TSharedPtr< FCh...

 

ChaosTrailingFilter

Public variable

FChaosCollision...

 

CollisionEventRequestSettings

The settings to use for collision event listening.

Public variable

TSet< AGeometry...

 

GeometryCollectionActors

Which chaos solver actors we're using. If empty, this listener will fallback to the "world" solver.

Protected variable

TArray< const F...

 

GeometryCollectionPhysicsProxies

The list of GeometryCollectionPhysicsProxy, used to retrieve destruction events.

Protected variable

float

 

LastBreakingDataTimeStamp

Protected variable

float

 

LastCollisionDataTimeStamp

Protected variable

float

 

LastTrailingDataTimeStamp

Public variable

FOnChaosBreakin...

 

OnBreakingEvents

Called when new breaking events are available.

Public variable

FOnChaosCollisi...

 

OnCollisionEvents

Called when new collision events are available.

Public variable

FOnChaosTrailin...

 

OnTrailingEvents

Called when new trailing events are available.

Protected variable

Chaos::FBreakin...

 

RawBreakingDataArray

Protected variable

Chaos::FCollisi...

 

RawCollisionDataArray

The raw data arrays derived from the solvers.

Protected variable

Chaos::FTrailin...

 

RawTrailingDataArray

Protected variable

TSet< Chaos::FP...

 

Solvers

The list of rigid body solvers, used to retrieve destruction events.

Protected variable

FThreadSafeCoun...

 

TaskState

Public variable

FChaosTrailingE...

 

TrailingEventRequestSettings

The settings to use for trailing event listening.

Constructors

Name Description

Public function

UChaosDestructionListener

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

AddChaosSolverActor

(
    AChaosSolverActor* ChaosSolver...
)

Dynamically adds a chaos solver to the listener.

Public function

void

 

AddGeometryCollectionActor

(
    AGeometryCollectionActor* Geom...
)

Dynamically adds a chaos solver to the listener.

Public function

void

 

HandleBreakingEvents

(
    const Chaos::FBreakingEventData& B...
)

Public function

void

 

HandleCollisionEvents

(
    const Chaos::FCollisionEventData& ...
)

Chaos Event Handlers.

Public function

void

 

HandleTrailingEvents

(
    const Chaos::FTrailingEventData& T...
)

Public function Const

bool

 

IsEventListening()

Returns if the destruction listener is listening to any events.

Public function

void

 

RegisterChaosEvents

(
    TSharedPtr< FPhysScene_Chaos > Scen...
)

Public function

void

 

RegisterChaosEvents

(
    FPhysScene* Scene
)

Public function

void

 

RemoveChaosSolverActor

(
    AChaosSolverActor* ChaosSolver...
)

Dynamically removes a chaos solver from the listener.

Public function

void

 

RemoveGeometryCollectionActor

(
    AGeometryCollectionActor* Geom...
)

Dynamically removes a chaos solver from the listener.

Public function

void

 

SetBreakingEventEnabled

(
    bool bIsEnabled
)

Enables or disables breaking event listening.

Public function

void

 

SetBreakingEventRequestSettings

(
    const FChaosBreakingEventRequestSet...
)

Sets breaking event request settings dynamically.

Public function

void

 

SetBreakingFilter

Public function

void

 

SetCollisionEventEnabled

(
    bool bIsEnabled
)

Enables or disables collision event listening.

Public function

void

 

SetCollisionEventRequestSettings

(
    const FChaosCollisionEventRequestSe...
)

Sets collision event request settings dynamically.

Public function

void

 

SetCollisionFilter

Public function

void

 

SetTrailingEventEnabled

(
    bool bIsEnabled
)

Enables or disables breaking event listening.

Public function

void

 

SetTrailingEventRequestSettings

(
    const FChaosTrailingEventRequestSet...
)

Sets trailing event request settings dynamically.

Public function

void

 

SetTrailingFilter

Public function

void

 

SortBreakingEvents

(
    TArray< FChaosBreakingEventData >&...,
    EChaosBreakingSortMethod SortMethod
)

Sorts breaking events according to the given sort method.

Public function

void

 

SortCollisionEvents

(
    TArray< FChaosCollisionEventData > ...,
    EChaosCollisionSortMethod SortMetho...
)

Sorts collision events according to the given sort method.

Public function

void

 

SortTrailingEvents

(
    TArray< FChaosTrailingEventData >&...,
    EChaosTrailingSortMethod SortMethod
)

Sorts trailing events according to the given sort method.

Public function

void

 

UnregisterChaosEvents

(
    FPhysScene* Scene
)

Public function

void

 

UnregisterChaosEvents

(
    TSharedPtr< FPhysScene_Chaos > Scen...
)

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

BeginPlay()

Begins Play for the component.

Public function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

Ends gameplay for this component.

Public function Virtual

void

 

TickComponent

(
    float DeltaTime,
    enum ELevelTick TickType,
    FActorComponentTickFunction* T...
)

Function called every frame on this ActorComponent.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Enums

Name

Description

Protected enum

ETaskState

Task state enumeration used to track if there is an async processing task in-flight.

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