FPhysicsCommand_PhysX

API to access the physics interface.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/Physics/PhysicsInterfacePhysX.h

Include

#include "Physics/PhysicsInterfacePhysX.h"

Syntax

struct FPhysicsCommand_PhysX

Remarks

API to access the physics interface. All calls to FPhysicsInterface functions should be inside an Execute* callable. This is to ensure correct lock semantics and command buffering if the specific API supports deferred commands.

Functions

Name Description

Public function Static

bool

 

ExecuteRead

(
    const FPhysicsActorHandle_PhysX& I...,
    TFunctionRef< void(const FPhysicsAc...
)

Executes with appropriate read locking, return true if execution took place (actor was valid)

Public function Static

bool

 

ExecuteRead

(
    USkeletalMeshComponent* InMesh...,
    TFunctionRef< void()> InCallable
)

Executes with appropriate read locking, return true if execution took place (actor was valid)

Public function Static

bool

 

ExecuteRead

(
    const FPhysicsConstraintHandle_Phys...,
    TFunctionRef< void(const FPhysicsCo...
)

Executes with appropriate read locking, return true if execution took place (actor was valid)

Public function Static

bool

 

ExecuteRead

(
    FPhysScene_PhysX* InScene,
    TFunctionRef< void()> InCallable
)

Executes with appropriate read locking, return true if execution took place (actor was valid)

Public function Static

bool

 

ExecuteRead

(
    const FPhysicsActorHandle_PhysX& I...,
    const FPhysicsActorHandle_PhysX& I...,
    TFunctionRef< void(const FPhysicsAc...
)

Executes with appropriate read locking, return true if execution took place (actor was valid)

Public function Static

void

 

ExecuteShapeWrite

(
    FBodyInstance* InInstance,
    FPhysicsShapeHandle_PhysX& InShape,
    TFunctionRef< void(FPhysicsShapeHan...
)

Executes function on a shape.

Public function Static

bool

 

ExecuteWrite

(
    const FPhysicsActorHandle_PhysX& I...,
    TFunctionRef< void(const FPhysicsAc...
)

Executes with appropriate write locking, return true if execution took place (actor was valid)

Public function Static

bool

 

ExecuteWrite

(
    USkeletalMeshComponent* InMesh...,
    TFunctionRef< void()> InCallable
)

Executes with appropriate write locking, return true if execution took place (actor was valid)

Public function Static

bool

 

ExecuteWrite

(
    const FPhysicsConstraintHandle_Phys...,
    TFunctionRef< void(const FPhysicsCo...
)

Executes with appropriate write locking, return true if execution took place (actor was valid)

Public function Static

bool

 

ExecuteWrite

(
    FPhysScene_PhysX* InScene,
    TFunctionRef< void()> InCallable
)

Executes with appropriate write locking, return true if execution took place (actor was valid)

Public function Static

bool

 

ExecuteWrite

(
    const FPhysicsActorHandle_PhysX& I...,
    const FPhysicsActorHandle_PhysX& I...,
    TFunctionRef< void(const FPhysicsAc...
)

Executes with appropriate write locking, return true if execution took place (actor was valid)

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback