Name |
Description |
|
---|---|---|
|
AClusterUnionActor |
A lightweight actor that can be used to own a cluster union component. |
|
APhysicsConstraintActor |
Copyright Epic Games, Inc. All Rights Reserved. |
|
APhysicsThruster |
Attach one of these on an object using physics simulation and it will apply a force down the negative-X direction ie. point X in the direction you want the thrust in. |
|
ARadialForceActor |
|
|
ARigidBodyBase |
RigidBodyBase: The base class of all rigid bodies. |
|
FAngularDriveConstraint |
Angular Drive |
|
FBodyInstance |
Container for a physics representation of an object |
|
FBodyInstanceAsyncPhysicsTickHandle |
|
|
FBodyInstanceEditorHelpers |
Helper methods for classes with body instances. |
|
FBodySetupObjectTextFactory |
|
|
FBodySetupUVInfo |
UV information for BodySetup, only created if UPhysicsSettings::bSupportUVFromHitResults |
|
FChaosDerivedDataReader |
|
|
FChaosPhysicsSettings |
Settings container for Chaos physics engine settings, accessed in Chaos through a setting provider interface. |
|
FClusteredActorData |
|
|
FClusteredComponentData |
|
|
FClusterUnionParticleCandidateData |
For every possible particle that could ever possibly be added into the cluster union, keep track of its component and its bone id. |
|
FClusterUnionPendingAddData |
|
|
FClusterUnionReplicatedData |
|
|
FCollisionResponse |
|
|
FConeConstraint |
Cone constraint |
|
FConstraintBaseParams |
Copyright Epic Games, Inc. All Rights Reserved. |
|
FConstraintDrive |
|
|
FConstraintInstance |
Container for a physics representation of an object. |
|
FConstraintInstanceAccessor |
Wrapping type around instance pointer to be returned per value in Blueprints. |
|
FConstraintInstanceBase |
|
|
FConstraintProfileProperties |
Container for properties of a physics constraint that can be easily swapped at runtime. |
|
FCookBodySetupInfo |
Helper struct to indicate which geometry needs to be cooked |
|
FExternalSpatialAccelerationPayload |
This is a Chaos spatial acceleration payload that can be used for spatial acceleration structures that are meant to only be used in external contexts. |
|
FInitBodiesHelper |
|
|
FInitBodiesHelperBase |
|
|
FInitBodiesHelperWithData |
|
|
FInitBodySpawnParams |
Helper struct to specify spawn behavior |
|
FKAggregateGeom |
Container for an aggregate of collision shapes |
|
FKBoxElem |
Box shape used for collision |
|
FKConvexElem |
One convex hull, used for simplified collision. |
|
FKLevelSetElem |
|
|
FKShapeElem |
Base class of shapes used for collision, such as Sphere, Box, Sphyl, Convex, TaperedCapsule or LevelSet |
|
FKSkinnedLevelSetElem |
|
|
FKSphereElem |
Sphere shape used for collision |
|
FKSphylElem |
Capsule shape used for collision. Z axis is capsule axis. |
|
FKTaperedCapsuleElem |
Capsule shape used for collision. |
|
FLinearConstraint |
Distance constraint |
|
FLinearDriveConstraint |
Linear Drive |
|
FLockedPhysicsObjectExternalInterface |
|
|
FOnClusterUnionAddedComponent |
|
|
FOnClusterUnionBoundsChanged |
|
|
FOnClusterUnionRemovedComponent |
|
|
FPhysicalAnimationData |
Stores info on the type of motor that will be used for a given bone |
|
FPhysicalAnimationProfile |
|
|
FPhysicalSurfaceName |
Structure that represents the name of physical surfaces. |
|
FPhysicsAssetSolverSettings |
Solver iterations settings for use by RigidBody AnimNode (RBAN) in the Anim Graph. |
|
FPhysicsConstraintProfileHandle |
Complete constraint definition used by rigid body physics. |
|
FPhysicsObjectExternalInterface |
|
|
FPhysicsPredictionSettings |
Physics Prediction Settings |
|
FRigidBodyIndexPair |
Endian save storage for a pair of rigid body indices used as a key in the CollisionDisableTable TMap. |
|
FSolverIterations |
Solver settings for use by the Legacy RigidBody AnimNode (RBAN) solver. |
|
FTwistConstraint |
Angular roll constraint |
|
ISpatialAccelerationCollection |
|
|
TWeightedLatticeImplicitObject |
|
|
UBodySetup |
BodySetup contains all collision information that is associated with a single asset. |
|
UChaosBlueprintLibrary |
|
|
UClusterUnionComponent |
This does the bulk of the work exposing a physics cluster union to the game thread. |
|
UClusterUnionReplicatedProxyComponent |
This component lets us store replicated information about how any particular UPrimitiveComponent should be attached to its parent cluster union. |
|
UConstraintInstanceBlueprintLibrary |
|
|
UPhysicalAnimationComponent |
|
|
UPhysicsAsset |
PhysicsAsset contains a set of rigid bodies and constraints that make up a single ragdoll. |
|
UPhysicsCollisionHandler |
|
|
UPhysicsConstraintComponent |
This is effectively a joint that allows you to connect 2 rigid bodies together. |
|
UPhysicsConstraintTemplate |
|
|
UPhysicsHandleComponent |
Utility object for moving physics objects around. |
|
UPhysicsObjectBlueprintLibrary |
Copyright Epic Games, Inc. All Rights Reserved. |
|
UPhysicsSettings |
Default physics settings. |
|
UPhysicsSpringComponent |
Note: this component is still work in progress. |
|
UPhysicsThrusterComponent |
Used with objects that have physics to apply a force down the negative-X direction ie. point X in the direction you want the thrust in. |
|
URadialForceComponent |
Used to emit a radial force or impulse that can affect physics objects and or destructible objects. |
|
USkeletalBodySetup |
Name |
Description |
|
---|---|---|
|
EAggCollisionShape::Type |
|
|
EAngularDriveMode::Type |
Copyright Epic Games, Inc. All Rights Reserved. |
|
EDOFMode::Type |
|
|
ESettingsDOF::Type |
|
|
ESettingsLockedAxis::Type |
Name | Description | ||
---|---|---|---|
|
void |
ConstraintUtils::ConfigureAsBallAndSocket ( |
|
|
void |
ConstraintUtils::ConfigureAsHinge ( |
|
|
void |
ConstraintUtils::ConfigureAsPrismatic ( |
|
|
void |
ConstraintUtils::ConfigureAsSkelJoint ( |
|
|
bool |
ConstraintUtils::IsBallAndSocket ( |
|
|
bool |
ConstraintUtils::IsHinge ( |
|
|
bool |
ConstraintUtils::IsPrismatic ( |
|
|
bool |
ConstraintUtils::IsSkelJoint ( |