| AModularVehicleClusterActor |
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| AModularVehicleClusterPawn |
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| ASimModuleActor |
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| FChaosSimModuleManager |
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| FChaosSimModuleManagerAsyncCallback |
Async callback from the Physics Engine where we can perform our vehicle simulation |
| FModularVehicleAssetEdit |
FModularVehicleAssetEdit Structured RestCollection access where the scope of the object controls serialization back into the dynamic collection |
| FModularVehicleBuilder |
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| FModularVehicleSimulation |
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| FSuspensionFactory |
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| FSuspensionSimFactory |
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| FSuspensionSimModule |
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| UClusterUnionVehicleComponent |
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| UInputModifier_ModularVehicleSmooth |
UInputModifier_ModularVehicleSmooth |
| UModularVehicleAnimationInstance |
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| UModularVehicleAsset |
UModularVehicleAsset (UObject) |
| UModularVehicleBaseComponent |
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| UVehicleDefaultInputProducer |
The default input producer that takes real input from the player and provides it to the simulation |
| UVehiclePlaybackInputProducer |
Example input generator, generates random input inot a per frame buffer then replays from the buffer, looping back to the start when the bugger is exhausted |
| UVehicleRandomInputProducer |
Example input generator, generates random input on the fly for the PT |
| UVehicleSimAerofoilComponent |
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| UVehicleSimBaseComponent |
This if for sim components that need scene component properties along with rendering and collision. |
| UVehicleSimBaseComponentInterface |
Interface used for shared functionality between types of base components. |
| UVehicleSimBaseSceneComponent |
This if for sim components that need transform and attachment, no rendering, no collision. |
| UVehicleSimChassisComponent |
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| UVehicleSimClutchComponent |
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| UVehicleSimEngineComponent |
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| UVehicleSimSuspensionComponent |
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| UVehicleSimThrusterComponent |
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| UVehicleSimTransmissionComponent |
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| UVehicleSimWheelComponent |
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