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API > API/Plugins > API/Plugins/ChaosModularVehicleEngine
| Name | FChaosSimModuleManager |
| Type | class |
| Header File | /Engine/Plugins/Experimental/ChaosModularVehicle/Source/ChaosModularVehicleEngine/Public/ChaosModularVehicle/ChaosSimModuleManager.h |
| Include Path | #include "ChaosModularVehicle/ChaosSimModuleManager.h" |
Syntax
class FChaosSimModuleManager
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FChaosSimModuleManager
(
FPhysScene* PhysScene |
Updated when vehicles need to recreate their physics state. | ChaosModularVehicle/ChaosSimModuleManager.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FChaosSimModuleManager() |
ChaosModularVehicle/ChaosSimModuleManager.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| GInitialized | bool | ChaosModularVehicle/ChaosSimModuleManager.h | |
| OnPostWorldInitializationHandle | FDelegateHandle | ChaosModularVehicle/ChaosSimModuleManager.h | |
| OnWorldCleanupHandle | FDelegateHandle | ChaosModularVehicle/ChaosSimModuleManager.h | |
| SceneToModuleManagerMap | TMap< FPhysScene *, FChaosSimModuleManager * > | Map of physics scenes to corresponding vehicle manager | ChaosModularVehicle/ChaosSimModuleManager.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AsyncCallback | FChaosSimModuleManagerAsyncCallback * | Async callback from the physics engine - we can run our simulation here. | ChaosModularVehicle/ChaosSimModuleManager.h | |
| CUVehicles | TArray< TWeakObjectPtr< UModularVehicleBaseComponent > > | Test out new vehicle bass class. | ChaosModularVehicle/ChaosSimModuleManager.h | |
| GCVehicles | TArray< TWeakObjectPtr< UModularVehicleComponent > > | All instanced vehicles. | ChaosModularVehicle/ChaosSimModuleManager.h | |
| LatestOutput | Chaos::TSimCallbackOutputHandle< FChaosSimModuleManagerAsyncOutput > | ChaosModularVehicle/ChaosSimModuleManager.h | ||
| OnNetDriverCreatedHandle | FDelegateHandle | Callback delegates | ChaosModularVehicle/ChaosSimModuleManager.h | |
| OnPhysScenePostTickHandle | FDelegateHandle | ChaosModularVehicle/ChaosSimModuleManager.h | ||
| OnPhysScenePreTickHandle | FDelegateHandle | ChaosModularVehicle/ChaosSimModuleManager.h | ||
| PendingOutputs | TArray< Chaos::TSimCallbackOutputHandle< FChaosSimModuleManagerAsyncOutput > > | Async input/output state | ChaosModularVehicle/ChaosSimModuleManager.h | |
| Scene | FPhysScene_Chaos & | The physics scene we belong to. | ChaosModularVehicle/ChaosSimModuleManager.h | |
| SubStepCount | int32 | ChaosModularVehicle/ChaosSimModuleManager.h | ||
| Timestamp | int32 | ChaosModularVehicle/ChaosSimModuleManager.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddVehicle
(
TWeakObjectPtr< UModularVehicleBaseComponent > Vehicle |
Register a Physics vehicle for processing | ChaosModularVehicle/ChaosSimModuleManager.h | |
void DetachFromPhysScene
(
FPhysScene* PhysScene |
Detach this vehicle manager from a FPhysScene (remove delegates, remove from map etc) | ChaosModularVehicle/ChaosSimModuleManager.h | |
FPhysScene_Chaos & GetScene() |
Get Physics Scene | ChaosModularVehicle/ChaosSimModuleManager.h | |
void InjectInputs_External
(
int32 PhysicsStep, |
Called on GT but before Physics thread runs - PT tick rate | ChaosModularVehicle/ChaosSimModuleManager.h | |
void OnNetDriverCreated
(
UWorld* InWorld, |
ChaosModularVehicle/ChaosSimModuleManager.h | ||
void ParallelUpdateVehicles
(
float DeltaSeconds |
ChaosModularVehicle/ChaosSimModuleManager.h | ||
void PostUpdate
(
FChaosScene* PhysScene |
Post update step | ChaosModularVehicle/ChaosSimModuleManager.h | |
void RegisterNetTokenDataStores
(
UNetDriver* InNetDriver |
ChaosModularVehicle/ChaosSimModuleManager.h | ||
void RemoveVehicle
(
TWeakObjectPtr< UModularVehicleBaseComponent > Vehicle |
Unregister a Physics vehicle from processing | ChaosModularVehicle/ChaosSimModuleManager.h | |
void ScenePreTick
(
FPhysScene* PhysScene, |
Update vehicle tuning and other state such as input | ChaosModularVehicle/ChaosSimModuleManager.h | |
void Update
(
FPhysScene* PhysScene, |
Update simulation of registered vehicles | ChaosModularVehicle/ChaosSimModuleManager.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void RegisterCallbacks
(
UWorld* InWorld |
ChaosModularVehicle/ChaosSimModuleManager.h | ||
void UnregisterCallbacks() |
ChaosModularVehicle/ChaosSimModuleManager.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FChaosSimModuleManager * GetManagerFromScene
(
FPhysScene* PhysScene |
Find a vehicle manager from an FPhysScene | ChaosModularVehicle/ChaosSimModuleManager.h | |
static void OnPostWorldInitialization
(
UWorld* InWorld, |
ChaosModularVehicle/ChaosSimModuleManager.h | ||
static void OnShowDebugInfo
(
AHUD* HUD, |
ChaosModularVehicle/ChaosSimModuleManager.h | ||
static void OnWorldCleanup
(
UWorld* InWorld, |
ChaosModularVehicle/ChaosSimModuleManager.h |