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Unreal Engine C++ API Reference > Plugins > ChaosFleshEngine > ChaosFlesh
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UDeformableSolverComponent
References
Module | ChaosFleshEngine |
Header | /Engine/Plugins/Experimental/ChaosFlesh/Source/ChaosFleshEngine/Public/ChaosFlesh/ChaosDeformableSolverComponent.h |
Include | #include "ChaosFlesh/ChaosDeformableSolverComponent.h" |
Syntax
UCLASS (Meta=(BlueprintSpawnableComponent))
class UDeformableSolverComponent :
public USceneComponent ,
public IDeformableInterface
Remarks
Variables
Type | Name | Description | |
---|---|---|---|
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FConnectedObjectsGroup | ConnectedObjects | Properties : Do NOT place ungrouped properties in this class |
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FDeformableEndTickFunction | DeformableEndTickFunction | |
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FGraphEventRef | ParallelDeformableTask | Ref for the deformable solvers parallel task, so we can detect whether or not a sim is running |
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TUniquePtr< FDeformableSolver > | Solver | Simulation Variables. |
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FSolverCollisionsGroup | SolverCollisions | |
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FSolverConstraintsGroup | SolverConstraints | |
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FSolverDebuggingGroup | SolverDebugging | |
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FSolverEvolutionGroup | SolverEvolution | |
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FSolverForcesGroup | SolverForces | |
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FSolverTimingGroup | SolverTiming |
Constructors
Type | Name | Description | |
---|---|---|---|
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UDeformableSolverComponent
(
const FObjectInitializer& ObjectInitializer |
Destructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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void | AddDeformableProxy
(
UDeformablePhysicsComponent* InComponent |
|
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FDeformableSolver::FGameThreadAccess | Solver API | |
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bool | ||
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bool | ||
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void | Reset () |
|
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void | Simulate
(
float DeltaTime |
|
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void | UpdateDeformableEndTickState
(
bool bRegister |
Bool ShouldWaitForDeformableInTickFunction() const; |
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void | UpdateFromGameThread
(
float DeltaTime |
|
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void | UpdateFromSimulation
(
float DeltaTime |
|
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void |
Overridden from UActorComponent
Type | Name | Description | |
---|---|---|---|
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void | BeginPlay () |
Component Thread Management |
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void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Ends gameplay for this component. |
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void | TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. |
Overridden from IDeformableInterface
Type | Name | Description | |
---|---|---|---|
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void | CustomizeDetails
(
IDetailLayoutBuilder& DetailBuilder |
Take damage. |
Typedefs
Name | Description |
---|---|
FDataMapValue | |
FDeformablePackage | |
FDeformableSolver | |
FFleshThreadingProxy | |
FThreadingProxy |