FActorHandle

Handle associated with a physics actor.

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h

Include

#include "Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h"

Syntax

struct FActorHandle

Remarks

Handle associated with a physics actor. This is the proper way to read/write to the physics simulation

Constructors

No constructors are accessible with public or protected access.

Destructors

Name Description

Public function

~FActorHandle()

Functions

Name Description

Public function

void

 

AddForce

(
    const FVector & Force
)

Public function

void

 

AddImpulseAtLocation

(
    FVector Impulse,
    FVector Location
)

Public function

void

 

AddRadialForce

(
    const FVector & Origin,
    float Strength,
    float Radius,
    ERadialImpulseFalloff Falloff,
    EForceType ForceType
)

Public function Const

float

 

GetAngularDamping()

Get the angular damping

Public function Const

FVector

 

GetAngularVelocity()

Get the angular velocity

Public function Const

FVector

 

GetInertia()

Public function Const

FVector

 

GetInverseInertia()

Get the inverse inertia. Mass-space inverse inertia diagonal vector

Public function Const

float

 

GetInverseMass()

Get the inverse mass.

Public function Const

bool

 

GetIsKinematic()

Is the actor kinematic

Public function Const

const FKinem ...

 

GetKinematicTarget()

Gets the kinematic target (next transform) for the actor if one is set (check HasKinematicTarget() to see if a target is available)

Public function Const

int32

 

GetLevel()

Public function Const

float

 

GetLinearDamping()

Get the linear damping

Public function Const

FVector

 

GetLinearVelocity()

Get the linear velocity

Public function Const

FTransform

 

GetLocalCoMTransform()

Get the actor-space centre of mass offset

Public function Const

float

 

GetMass()

Public function Const

float

 

GetMaxAngularVelocitySquared()

Get the max angular velocity squared

Public function Const

float

 

GetMaxContactImpulse()

Get the max contact impulse

Public function Const

float

 

GetMaxDepenetrationVelocity

(
    float NewMaxDepenetrationVelocity
)

Get the max depenetration velocity

Public function Const

float

 

GetMaxLinearVelocitySquared()

Get the max linear velocity squared

Public function Const

const FName ...

 

GetName()

Public function Const

const Chaos: ...

 

GetParticle()

Public function

Chaos::TGeom ...

 

GetParticle()

Public function Const

FTransform

 

GetWorldTransform()

Get the world transform

Public function Const

bool

 

HasKinematicTarget()

Does this actor have a kinematic target (next kinematic transform to be applied)

Public function

void

 

InitWorldTransform

(
    const FTransform & WorldTM
)

Sets the world transform, zeroes velocity, etc.

Public function Const

bool

 

IsSimulated()

Whether the body is simulating

Public function Const

bool

 

IsStatic()

Whether the body is static

Public function

void

 

SetAngularDamping

(
    float NewAngularDamping
)

Set the angular damping

Public function

void

 

SetAngularVelocity

(
    const FVector & NewAngularVelocity
)

Set the angular velocity

Public function

void

 

SetEnabled

(
    bool bEnabled
)

Public function

void

 

SetInverseInertia

(
    const FVector & NewInverseInertia
)

Set the inverse inertia. Mass-space inverse inertia diagonal vector

Public function

void

 

SetInverseMass

(
    float NewInverseMass
)

Set the inverse mass. 0 indicates kinematic object

Public function

void

 

SetIsKinematic

(
    bool bKinematic
)

Make a body kinematic, or non-kinematic

Public function

void

 

SetKinematicTarget

(
    const FTransform & WorldTM
)

Sets the kinematic target. This will affect velocities as expected

Public function

void

 

SetLevel

(
    int32 InLevel
)

Public function

void

 

SetLinearDamping

(
    float NewLinearDamping
)

Set the linear damping

Public function

void

 

SetLinearVelocity

(
    const FVector & NewLinearVelocity
)

Set the linear velocity

Public function

void

 

SetMaxAngularVelocitySquared

(
    float NewMaxAngularVelocitySquared
)

Set the max angular velocity squared

Public function

void

 

SetMaxContactImpulse

(
    float NewMaxContactImpulse
)

Set the max contact impulse

Public function

void

 

SetMaxDepenetrationVelocity

(
    float NewMaxDepenetrationVelocity
)

Set the max depenetration velocity

Public function

void

 

SetMaxLinearVelocitySquared

(
    float NewMaxLinearVelocitySquared
)

Set the max linear velocity squared

Public function

void

 

SetName

(
    const FName & InName
)

Public function

void

 

SetWorldTransform

(
    const FTransform & WorldTM
)

Sets the world transform, maintains velocity etc.

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