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| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Experimental/FieldSystem/Source/FieldSystemEngine/Public/Field/FieldSystemComponent.h |
Include |
#include "Field/FieldSystemComponent.h" |
class UFieldSystemComponent : public UPrimitiveComponent
UENUM(BlueprintType) enum class EChaosObjectType Chaos_Destruction UMETA(DisplayName = "Set Always", ToolTip = "The particle output value will be equal to Interior-value if the particle position is inside a sphere / Exterior-value otherwise."), Chaos_Rigid,
Chaos_Rban UMETA(DisplayName = "Merge Interior", ToolTip = "The particle output value will be equal to Interior-value if the particle position is inside the sphere or if the particle input value is already Interior-Value / Exterior-value otherwise."), Chaos_Cloth UMETA(DisplayName = "Merge Exterior", ToolTip = "The particle output value will be equal to Exterior-value if the particle position is outside the sphere or if the particle input value is already Exterior-Value / Interior-value otherwise."), //~~~ //256th entry Chaos_Objects_Max UMETA(Hidden) FieldSystemComponent
Name | Description | ||
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bHasPhysicsState |
Boolean to check that the physics state has been built |
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bIsChaosField |
If enabled the field will be used by all the chaos solvers |
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bIsWorldField |
If enabled the field will be pushed to the world fields and will be available to materials and niagara |
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BufferCommands |
List of all the buffer command |
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ChaosModule |
Chaos module linked to that component |
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ChaosPersistentFields |
List of all the chaos peristent fields |
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ConstructionCommands |
List of all the construction command |
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TObjectPtr< UFi... |
FieldSystem |
Field system asset to be used to store the construction fields |
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SetupConstructionFields |
List of all the field used to setup chaos (anchor...) |
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SupportedSolvers |
List of solvers this field will affect. An empty list makes this field affect all solvers. |
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WorldCPUPersistentFields |
List of the world CPU peristent fields created by this field component |
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WorldGPUPersistentFields |
List of the world GPU peristent fields created by this field component |
Name | Description | |
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UFieldSystemComponent ( |
Name | Description | ||
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AddFieldCommand ( |
AddConstructionField This function will dispatch a command to the physics thread to apply a generic evaluation of a user defined field network. |
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AddPersistentField ( |
AddPersistentField This function will dispatch a command to the physics thread to apply a generic evaluation of a user defined field network. |
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ApplyLinearForce |
ApplyUniformForce This function will dispatch a command to the physics thread to apply a uniform linear force on each particle within the simulation. |
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ApplyPhysicsField ( |
AddTransientField This function will dispatch a command to the physics thread to apply a generic evaluation of a user defined transient field network. |
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ApplyRadialForce |
ApplyRadialForce This function will dispatch a command to the physics thread to apply a linear force that points away from a position. |
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ApplyRadialVectorFalloffForce |
FalloffRadialForce This function will dispatch a command to the physics thread to apply a linear force from a position in space. |
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ApplyStayDynamicField |
SetDynamicState This function will dispatch a command to the physics thread to apply a kinematic to dynamic state change for the particles within the field. |
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ApplyStrainField |
ApplyExternalStran This function will dispatch a command to the physics thread to apply a strain field on a clustered set of geometry. |
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ApplyUniformVectorFalloffForce |
FalloffUniformForce This function will dispatch a command to the physics thread to apply a linear force in a uniform direction. |
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BuildFieldCommand ( |
Build a physics field command and dispatch it |
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ClearFieldCommands() |
Remove the persistent commands from chaos/world |
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DispatchFieldCommand ( |
Dispatch the field command to chaos/world |
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const TArray... |
GetConstructionFields() |
Get all the construction fields |
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const UField... |
GetFieldSystem() |
Get the field system asset |
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TSet< FPhysS... |
GetPhysicsScenes() |
Get ell ethe supported physics scenes |
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GetPhysicsSolvers() |
Get ell the supported physics solvers |
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RemovePersistentFields() |
RemovePersistentFields This function will remove all the field component persistent fields from chaos and from the world |
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ResetFieldSystem() |
RemoveConstructionFields This function will remove all the field component construction fields from chaos and from the world |
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SetFieldSystem ( |
Set the field system asset |
Name | Description | ||
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FPrimitiveSc... |
CreateSceneProxy() |
Creates a proxy to represent the primitive to the scene manager in the rendering thread. |
Name | Description | ||
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HasAnySockets() |
Returns true if this component has any sockets |
Name | Description | ||
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HasValidPhysicsState() |
Used to check that DestroyPhysicsState() is working correctly |
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OnCreatePhysicsState() |
Used to create any physics engine information for this component |
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OnDestroyPhysicsState() |
Used to shut down and physics engine structure for this component |
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ShouldCreatePhysicsState() |
Return true if CreatePhysicsState() should be called. |