AChaosSolverActor

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Inheritance Hierarchy

References

Module

ChaosSolverEngine

Header

/Engine/Source/Runtime/Experimental/ChaosSolverEngine/Public/Chaos/ChaosSolverActor.h

Include

#include "Chaos/ChaosSolverActor.h"

Syntax

class AChaosSolverActor : public AActor

Variables

Name Description

Public variable

bool

 

bGenerateContactGraph

Public variable

bool

 

bHasFloor

Public variable

FSolverBreaking ...

 

BreakingFilterSettings

Public variable

FChaosDebugSubs ...

 

ChaosDebugSubstepControl

Control to pause/step/substep the solver to the next synchronization point.

Public variable

float

 

ClusterConnectionFactor

ClusterConnectionFactor

Public variable

EClusterConnect ...

 

ClusterUnionConnectionType

ObjectType defines how to initialize the rigid objects state, Kinematic, Sleeping, Dynamic.

Public variable

FSolverCollisio ...

 

CollisionFilterSettings

Public variable

int32

 

CollisionIterations

Collision Iteration

Public variable

bool

 

DoGenerateBreakingData

Turns on/off breaking data generation

Public variable

bool

 

DoGenerateCollisionData

Turns on/off collision data generation

Public variable

bool

 

DoGenerateTrailingData

Turns on/off trailing data generation

Public variable

float

 

FloorHeight

Public variable

float

 

MassScale

Public variable

int32

 

PushOutIterations

PushOut Iteration

Public variable

int32

 

PushOutPairIterations

PushOut Iteration

Public variable

UBillboardCompo ...

 

SpriteComponent

Display icon in the editor

Public variable

float

 

TimeStepMultiplier

NumberOfSubSteps

Public variable

FSolverTrailing ...

 

TrailingFilterSettings

Constructors

Name Description

Public function

AChaosSolverActor

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function Const

UChaosGamepl ...

 

GetGameplayEventDispatcher()

Public function Const

TSharedPtr < ...

 

GetPhysicsScene()

Public function Const

Chaos::FPhys ...

 

GetSolver()

Public function

void

 

SetAsCurrentWorldSolver()

Makes this solver the current world solver.

Public function Virtual

void

 

SetSolverActive

(
    bool bActive
)

Controls whether the solver is able to simulate particles it controls

Overridden from AActor

Name Description

Public function Virtual

void

 

BeginPlay()

Overridable native event for when play begins for this actor.

Public function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

Overridable function called whenever this actor is being removed from a level

Public function Virtual

void

 

PostRegisterAllComponents()

Called after all the components in the Components array are registered, called both in editor and during gameplay

Public function Virtual

void

 

PreInitializeComponents()

Called right before components are initialized, only called during gameplay

Overridden from UObject

Name Description

Public function Virtual

void

 

PostDuplicate

(
    EDuplicateMode::Type DuplicateMode
)

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent & PropertyCha...
)

Called when a property on this object has been modified externally

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