PhysicsCore

Windows
MacOS
Linux

Filters

Classes

Name

Description

Public class

ChaosFlags

Public struct

FActorCreationParams

Public struct

FActorShape

Public class

FBlockAllQueryCallback

Public struct

FBodyCollisionData

Helper object to hold initialisation data for shapes

Public struct

FBodyCollisionFilterData

Helper struct holding physics body filter data during initialisation

Public struct

FBodyCollisionFlags

Public struct

FBodyInstanceCore

Public struct

FChaosFilterData

Public struct

FChaosQueryFilterData

Public struct

FChaosQueryFlag

Public class

FChaosSQAccelerator

Public class

FChaosSQAcceleratorAdapter

A Chaos Query Accelerator with a PhysX API TODO: Not implemented - required to make GDC 2019 demos work again.

Public struct

FChaosUserData

Public struct

FCollisionShape

Collision Shapes that supports Sphere, Capsule, Box, or Line

Public struct

FDummyCallback

Public struct

FDummyPhysActor

Public struct

FDummyPhysType

Public struct

FHitFlags

Public struct

FLocationHit

Public class

FOverlapAllQueryCallback

Public struct

FOverlapHit

Public class

FPhysicsDelegatesCore

Set of delegates to allowing hooking different parts of the physics engine

Public struct

FPhysicsOverlapInputAdapater

We use this struct so that if no conversion is needed in another API, we can avoid the copy (if we think that's critical)

Public struct

FPhysicsRaycastInputAdapater

We use this struct so that if no conversion is needed in another API, we can avoid the copy (if we think that's critical)

Public struct

FPhysicsSweepInputAdapater

We use this struct so that if no conversion is needed in another API, we can avoid the copy (if we think that's critical)

Public class

FPhysXSQAccelerator

Public struct

FQueryFlags

Public struct

FQueryHit

Public struct

FRaycastHit

Public class

FSQAcceleratorUnion

Public struct

FSQCapture

Allows us to capture a scene query with either physx or chaos and then load it into either format for testing purposes.

Public class

FSQHitBuffer

Stores the results of scene queries.

Public class

FSQSingleHitBuffer

Public struct

FSweepHit

Public struct

FTriIndices

Vertex indices necessary to describe the vertices listed in TriMeshCollisionData.

Public struct

FTriMeshCollisionData

Description of triangle mesh collision data necessary for cooking physics data.

Public class

ICollisionQueryFilterCallbackBase

Public class

IPhysicsCoreModule

Physics Core module interface

Public class

IPhysicsSQModule

Physics SQ module interface

Public class

IPhysXCooking

IPhysXCooking, PhysX cooking and serialization abstraction

Public class

IPhysXCookingModule

Interface for PhysX format modules.

Public class

ISQAccelerator

An interface to the scene query accelerator that allows us to run queries against either PhysX or Chaos when compiling WITH_PHYSX.

Public class

UBodySetupCore

Public class

UPhysicsSettingsCore

Default physics settings.

Typedefs

Enums

Name

Description

Public enum

EBodyCollisionResponse::Type

Public enum

EChaosUserDataType::Type

Public enum

ECollisionQuery

Type of query for object type or trace type Trace queries correspond to trace functions with TravelChannel/ResponseParams Object queries correspond to trace functions with Object types

Public enum

ECollisionQueryHitType

Make sure this matches PxQueryHitType for HitTypeToPxQueryHitType to work

Public enum

ECollisionShape::Type

Types of Collision Shapes that are used by Trace

Public enum

ECollisionShapeType

Public enum

ECollisionTraceFlag

Public enum

EFrictionCombineMode::Type

Public enum

EHitFlags

Possible results from a scene query

Public enum

EPhysicsType

Public enum

EPhysXCookingResult

The result of a cooking operation.

Public enum

EPhysXMeshCookFlags

Public enum

EQueryFlags

Functions

Name Description

Public function

FCollisionFi...

 

C2UFilterData

(
    const FChaosFilterData& FilterData
)

Public function Static

bool

 

CalcMeshNegScaleCompensation

(
    const FVector& InScale3D,
    FTransform& OutTransform
)

Util to determine whether to use NegX version of mesh, and what transform (rotation) to apply.

Public function

void

 

ChaosInterface::FinishQueryHelper

(
    TArray< HitType >& Hits,
    const HitType& BlockingHit,
    bool bHasBlockingHit
)

Public function

void

 

ChaosInterface::FinishQueryHelper

(
    TArray< FOverlapHit >& Hits,
    const FOverlapHit& BlockingHit,
    bool bHasBlockingHit
)

Public function

Chaos::FGeom...

 

ChaosInterface::GetActor

(
    const FActorShape& Hit
)

Public function

HitType *...

 

ChaosInterface::GetBlock

(
    FSQHitBuffer< HitType >& Callback
)

Public function

float

 

ChaosInterface::GetDistance

(
    const FLocationHit& Hit
)

Public function

FHitFlags

 

ChaosInterface::GetFlags

(
    const FLocationHit& Hit
)

Public function

FTransform

 

ChaosInterface::GetGlobalPose

(
    const FDummyPhysActor& RigidActor
)

Public function

bool

 

ChaosInterface::GetHasBlock

(
    const FSQHitBuffer< HitType >& Cal...
)

Public function

uint32

 

ChaosInterface::GetInternalFaceIndex

(
    const FQueryHit& Hit
)

Public function

uint32

 

ChaosInterface::GetInvalidPhysicsFaceIndex()

Public function

FVector

 

ChaosInterface::GetNormal

(
    const FLocationHit& Hit
)

Public function

uint32

 

ChaosInterface::GetNumShapes

(
    const FDummyPhysActor& RigidActor
)

Public function

FVector

 

ChaosInterface::GetPosition

(
    const FLocationHit& Hit
)

Public function

const Chaos:...

 

ChaosInterface::GetShape

(
    const FActorShape& Hit
)

Public function

void

 

ChaosInterface::GetShapes

(
    const FDummyPhysActor& RigidActor,
    Chaos::FImplicitObject** S...,
    uint32 NumShapes
)

Public function

uint32

 

ChaosInterface::GetTriangleMeshExternalFaceIndex

(
    const FDummyPhysType& Shape,
    uint32 InternalFaceIndex
)

Public function

ECollisionSh...

 

ChaosInterface::GetType

(
    const Chaos::FImplicitObject& InGe...
)

Public function

bool

 

ChaosInterface::HadInitialOverlap

(
    const FLocationHit& Hit
)

Public function

void

 

ChaosInterface::SetActor

(
    FDummyPhysType& Hit,
    FDummyPhysActor* Actor
)

Public function

void

 

ChaosInterface::SetFlags

(
    FLocationHit& Hit,
    FHitFlags Flags
)

Public function

void

 

ChaosInterface::SetInternalFaceIndex

(
    FQueryHit& Hit,
    uint32 FaceIndex
)

Public function

void

 

ChaosInterface::SetShape

(
    FDummyPhysType& Hit,
    Chaos::FImplicitObject* Shape
)

Public function

uint32

 

FindFaceIndex

(
    const FHitLocation& PHit,
    const FVector& UnitDirection
)

Find the face index for a given hit. This gives us a chance to modify face index based on things like most opposing normal.

Public function

IPhysXCookin...

 

GetPhysXCookingModule

(
    bool bForceLoad
)

Public function

bool

 

InitGamePhysCore()

Public function

const TCHAR ...

 

LexToString

Public function

const TCHAR ...

 

LexToString

(
    EPhysicsType Enum
)

Public function

const TCHAR ...

 

LexToString

(
    ECollisionTraceFlag Enum
)

Helpers to convert enum to string

Public function

constexpr bo...

 

operator!

(
    EPhysXMeshCookFlags E
)

Public function

EHitFlags

 

operator&

(
    EHitFlags lhs,
    EHitFlags rhs
)

Public function

EQueryFlags

 

operator&

(
    EQueryFlags lhs,
    EQueryFlags rhs
)

Public function

constexpr EP...

 

operator&

(
    EPhysXMeshCookFlags Lhs,
    EPhysXMeshCookFlags Rhs
)

Public function

EPhysXMeshCo...

 

operator&=

(
    EPhysXMeshCookFlags& Lhs,
    EPhysXMeshCookFlags Rhs
)

Public function

constexpr EP...

 

operator^

(
    EPhysXMeshCookFlags Lhs,
    EPhysXMeshCookFlags Rhs
)

Public function

EPhysXMeshCo...

 

operator^=

(
    EPhysXMeshCookFlags& Lhs,
    EPhysXMeshCookFlags Rhs
)

Public function

constexpr EP...

 

operator|

(
    EPhysXMeshCookFlags Lhs,
    EPhysXMeshCookFlags Rhs
)

Public function

EHitFlags

 

operator|

(
    EHitFlags lhs,
    EHitFlags rhs
)

Public function

EQueryFlags

 

operator|

(
    EQueryFlags lhs,
    EQueryFlags rhs
)

Public function

EPhysXMeshCo...

 

operator|=

(
    EPhysXMeshCookFlags& Lhs,
    EPhysXMeshCookFlags Rhs
)

Public function

constexpr EP...

 

operator~

(
    EPhysXMeshCookFlags E
)

Public function Static

void

 

SetupNonUniformHelper

(
    FVector InScale3D,
    float& OutMinScale,
    float& OutMinScaleAbs,
    FVector& OutScale3DAbs
)

Public function

void

 

SQPerfComparisonHelper

(
    const FString& TestName,
    FPhysTestSerializer& Serializer,
    bool bEnsureOnMismatch
)

Public function

void

 

TermGamePhysCore()

Public function

FCollisionFi...

 

ToUnrealFilterData

(
    const FChaosFilterData& FilterData
)

Public function

FChaosFilter...

 

U2CFilterData

(
    const FCollisionFilterData& Filter...
)

Public function

FChaosQueryF...

 

U2CQueryFlags

(
    FQueryFlags Flags
)

Variables

Name Description

Public variable

const uint32

 

AggregateMaxSize

TODO: Fixup types, these are more or less the PhysX types renamed as a temporary solution.

Public variable

FPhysXAllocator...

 

GPhysXAllocator

Pointer to PhysX allocator

Public variable

TArray< physx::...

 

GPhysXPendingKillMaterial

Array of PxMaterial objects which are awaiting cleaning up.

Public variable

physx::PxPhysic...

 

GPhysXSDK

Pointer to PhysX SDK object

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss