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AModularVehicleClusterActor |
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AModularVehicleClusterPawn |
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ASimModuleActor |
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FAnimNode_ModularVehicleController |
Simple controller that replaces or adds to the translation/rotation of a single bone. |
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FChaosSimModuleManager |
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FChaosSimModuleManagerAsyncCallback |
Async callback from the Physics Engine where we can perform our vehicle simulation |
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FChaosSimModuleManagerAsyncInput |
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FChaosSimModuleManagerAsyncOutput |
Async Output for all of the vehicles handled by this Vehicle Manager |
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FConstructionData |
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FGameStateInputs |
#TBD |
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FModularReplicatedState |
Additional replicated state |
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FModularVehicleAnimationInstanceProxy |
Proxy override for this UAnimInstance-derived class |
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FModularVehicleAssetEdit |
FModularVehicleAssetEdit Structured RestCollection access where the scope of the object controls serialization back into the dynamic collection |
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FModularVehicleAsyncInput |
Per Vehicle Input State from Game Thread to Physics Thread |
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FModularVehicleAsyncOutput |
Async Output Data |
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FModularVehicleBuilder |
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FModularVehicleDebugParams |
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FModularVehicleDefaultAsyncInput |
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FModularVehicleInputs |
Vehicle inputs from the player controller |
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FModularVehicleSimulationCU |
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FModularVehicleSocket |
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FModuleAnimationData |
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FModuleAnimationSetup |
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FModuleTransform |
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FNetworkModularVehicleInputs |
Vehicle input data that will be used in the input history to be applied while simulating |
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FNetworkModularVehicleStates |
Vehicle state data that will be used in the state history to rewind the simulation |
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FPhysicsModularVehicleInputs |
Per Vehicle input State from Game Thread to Physics Thread |
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FPhysicsModularVehicleTraits |
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FPhysicsVehicleOutput |
Per Vehicle Output State from Physics Thread to Game Thread |
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FSimModuleDebugParams |
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FSuspensionFactory |
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FSuspensionOutputData |
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FSuspensionSettings |
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FSuspensionSimFactory |
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FSuspensionSimModule |
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FSuspensionSimModuleData |
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FVehicleComponentData |
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IChaosModularVehicleEnginePlugin |
The public interface to this module |
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IVehicleSimBaseComponentInterface |
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UClusterUnionVehicleComponent |
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UModularVehicleAnimationInstance |
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UModularVehicleAsset |
UModularVehicleAsset (UObject) |
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UModularVehicleBaseComponent |
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UVehicleDefaultInputProducer |
The default input producer that takes real input from the player and provides it to the simulation |
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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 |
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UVehicleRandomInputProducer |
Example input generator, generates random input on the fly for the PT |
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UVehicleSimAerofoilComponent |
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UVehicleSimBaseComponent |
This if for sim components that need scene component properties along with rendering and collision. |
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UVehicleSimBaseComponentInterface |
Interface used for shared functionality between types of base components. |
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UVehicleSimBaseSceneComponent |
This if for sim components that need transform and attachment, no rendering, no collision. |
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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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