USkeletalMeshSimulationComponent

[USkeletalMeshSimulationComponent](API\Runtime\GeometryCollectionEngine\GeometryCollection\USkeletalMeshSim-)

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UActorComponent

USkeletalMeshSimulationComponent

References

Module

GeometryCollectionEngine

Header

/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Public/GeometryCollection/SkeletalMeshSimulationComponent.h

Include

#include "GeometryCollection/SkeletalMeshSimulationComponent.h"

Syntax

class USkeletalMeshSimulationComponent :
    public UActorComponent ,
    public IChaosNotifyHandlerInterface

Remarks

Variables

Name Description

Public variable

bool

 

bNotifyCollisions

If true, this component will get collision notification events (

Public variable

bool

 

bSimulating

ChaosPhysics | GeneralWhen Simulating is enabled the Component will initialize its rigid bodies within the solver.

Public variable

AChaosSolverAct ...

 

ChaosSolverActor

Chaos RBD Solver

Public variable

int32

 

CollisionGroup

Collision group 0 = collides with all, 1 = none

Public variable

ECollisionTypeE ...

 

CollisionType

ChaosPhysics | CollisionsCollisionType defines how to initialize the rigid collision structures.

Public variable

float

 

Density

Density / mass.

Public variable

int

 

ImplicitShapeMaxNumParticles

Maximum number of particles for each implicit shape.

Public variable

int

 

ImplicitShapeMinNumParticles

Minimum number of particles for each implicit shape.

Public variable

float

 

ImplicitShapeParticlesPerUnitArea

Number of particles to generate per unit area (square cm).

Public variable

FVector

 

InitialAngularVelocity

Initial angular velocity.

Public variable

FVector

 

InitialLinearVelocity

Initial linear velocity.

Public variable

EInitialVelocit ...

 

InitialVelocityType

ChaosPhysics | Clustering ChaosPhysics | Initial VelocityWhere to pull initial velocity from - user defined or animation.

Public variable

int32

 

MaxLevelSetResolution

Resolution on the smallest axes for the level set. (def: 10)

Public variable

float

 

MaxMass

Public variable

int32

 

MinLevelSetResolution

Resolution on the smallest axes for the level set. (def: 5)

Public variable

float

 

MinMass

Public variable

EObjectStateTyp ...

 

ObjectType

ObjectType defines how to initialize the rigid collision structures.

Public variable

FOnChaosPhysics ...

 

OnChaosPhysicsCollision

Collision

Public variable

UPhysicsAsset &...

 

OverridePhysicsAsset

Public variable

const UChaosPhy ...

 

PhysicalMaterial

ChaosPhysicsPhysical Properties

Constructors

Name Description

Public function

USkeletalMeshSimulationComponent

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function Const

const TShare ...

 

GetPhysicsScene()

Public function

void

 

ReceivePhysicsCollision

(
    const FChaosPhysicsCollisionInfo & ...
)

Overridden from UActorComponent

Name Description

Protected function Virtual Const

bool

 

HasValidPhysicsState()

Used to check that DestroyPhysicsState() is working correctly

Protected function Virtual

void

 

OnCreatePhysicsState()

Used to create any physics engine information for this component

Protected function Virtual

void

 

OnDestroyPhysicsState()

Used to shut down and physics engine structure for this component

Protected function Virtual Const

bool

 

ShouldCreatePhysicsState()

Return true if CreatePhysicsState() should be called.

Public function Virtual

void

 

TickComponent

(
    float DeltaTime,
    enum ELevelTick TickType,
    FActorComponentTickFunction * T...
)

Function called every frame on this ActorComponent.

Overridden from IChaosNotifyHandlerInterface

Name Description

Public function Virtual

void

 

DispatchChaosPhysicsCollisionBlueprintEvents

(
    const FChaosPhysicsCollisionInfo & ...
)

Implementing classes should override to dispatch whatever blueprint events they choose to offer

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