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API > API/Plugins > API/Plugins/ChaosVD
Recreates a UWorld from a recorded Chaos VD Frame
| Name | FChaosVDScene |
| Type | class |
| Header File | /Engine/Plugins/ChaosVD/Source/ChaosVD/Public/ChaosVDScene.h |
| Include Path | #include "ChaosVDScene.h" |
Syntax
class FChaosVDScene :
public FGCObject ,
public TSharedFromThis< FChaosVDScene > ,
public FTSTickerObjectBase
Inheritance Hierarchy
- FGCObject → FChaosVDScene
- FSharedFromThisBase → TSharedFromThis → FChaosVDScene
- FTSTickerObjectBase → FChaosVDScene
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FChaosVDScene() |
ChaosVDScene.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FChaosVDScene() |
ChaosVDScene.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorDestroyedHandle | FDelegateHandle | ChaosVDScene.h | ||
| ActorSelection | TObjectPtr< USelection > | ChaosVDScene.h | ||
| AvailableDataContainerActors | TArray< TObjectPtr< AChaosVDDataContainerBaseActor > > | ChaosVDScene.h | ||
| bIsInitialized | bool | ChaosVDScene.h | ||
| bPendingUpdateRequest | bool | ChaosVDScene.h | ||
| ComponentSelection | TObjectPtr< USelection > | ChaosVDScene.h | ||
| FocusRequestDelegate | FChaosVDFocusRequestDelegate | ChaosVDScene.h | ||
| GameFrameDataInfoActor | AChaosVDGameFrameInfoActor * | ChaosVDScene.h | ||
| GeometryGenerator | TSharedPtr< FChaosVDGeometryBuilder > | ChaosVDScene.h | ||
| LoadedRecording | TSharedPtr< FChaosVDRecording > | ChaosVDScene.h | ||
| MeshComponentContainerActor | AChaosVDGeometryContainer * | ChaosVDScene.h | ||
| NewGeometryAvailableDelegate | FChaosVDGeometryDataLoaded | ChaosVDScene.h | ||
| ObjectSelection | TObjectPtr< USelection > | ChaosVDScene.h | ||
| PendingActorsToUpdateSelectionProxy | TArray< AActor * > | Array of actors with hit proxies that need to be updated | ChaosVDScene.h | |
| PhysicsVDWorld | TObjectPtr< UWorld > | UWorld instance used to represent the recorded debug data | ChaosVDScene.h | |
| SceneUpdatedDelegate | FChaosVDSceneUpdatedDelegate | ChaosVDScene.h | ||
| SelectionSet | TObjectPtr< UTypedElementSelectionSet > | Selection set object holding the current selection state | ChaosVDScene.h | |
| SkySphere | AActor * | ChaosVDScene.h | ||
| SolverDataContainerBySolverID | FChaosVDSolverInfoByIDMap | Map of SolverID-ChaosVDSolverInfo Actor. | ChaosVDScene.h | |
| SolverDataSelectionObject | TSharedPtr< FChaosVDSolverDataSelection > | ChaosVDScene.h | ||
| SolverInfoActorCreatedDelegate | FChaosVDSolverInfoActorCreatedDelegate | ChaosVDScene.h | ||
| SolverVisibilityChangedDelegate | FChaosVDSolverVisibilityChangedDelegate | ChaosVDScene.h | ||
| StreamableManager | TSharedPtr< struct FStreamableManager > | Scene Streamable manager that we'll use to async load any assets we depend on | ChaosVDScene.h | |
| TEDSSelectionSetName | FName | ChaosVDScene.h | ||
| WorldStreamingLocation | FVector | ChaosVDScene.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CleanUpScene
(
EChaosVDSceneCleanUpOptions Options |
Deletes all actors of the Scene and underlying UWorld | ChaosVDScene.h | |
void ClearSelectionAndNotify() |
ChaosVDScene.h | ||
void DeInitialize() |
ChaosVDScene.h | ||
USelection * GetActorSelectionObject() |
ChaosVDScene.h | ||
USelection * GetComponentsSelectionObject() |
ChaosVDScene.h | ||
TConstArrayView< TObjectPtr< AChaosVDDataContainerBaseActor > > GetDataContainerActorsView() |
Returns an array view with all available Data info actors | ChaosVDScene.h | |
UTypedElementSelectionSet * GetElementSelectionSet() |
Returns a ptr to the current selection set object | ChaosVDScene.h | |
TWeakPtr< FChaosVDGeometryBuilder > GetGeometryGenerator() |
Returns a weak ptr to the geometry builder object handling geometry generation and caching for this scene | ChaosVDScene.h | |
TSharedPtr< FChaosVDRecording > GetLoadedRecording() |
ChaosVDScene.h | ||
USelection * GetObjectsSelectionObject() |
ChaosVDScene.h | ||
TSharedPtr< FChaosVDSceneParticle > GetParticleInstance
(
int32 SolverID, |
Returns a ptr to the particle actor representing the provided Particle ID | ChaosVDScene.h | |
TArray< FTypedElementHandle > GetSelectedElementHandles() |
Returns the currently selected elements in the scene, which can then be further inspected with GetStructDataFromTypedElementHandle. | ChaosVDScene.h | |
TWeakPtr< FChaosVDSolverDataSelection > GetSolverDataSelectionObject() |
Returns the generic selection data manager object for this scene | ChaosVDScene.h | |
AChaosVDSolverInfoActor * GetSolverInfoActor
(
int32 SolverID |
Returns a ptr of a Solver info actor instance for the provided solver ID, if exists | ChaosVDScene.h | |
const FChaosVDSolverInfoByIDMap & GetSolverInfoActorsMap() |
Returns a const reference for all Solver Data info actor currently available | ChaosVDScene.h | |
FName GetTEDSSelectionSetName() |
ChaosVDScene.h | ||
UWorld * GetUnderlyingWorld() |
Returns a ptr to the UWorld used to represent the current recorded frame data | ChaosVDScene.h | |
Chaos::FConstImplicitObjectPtr GetUpdatedGeometry
(
int32 GeometryID |
Returns an instance to the loaded implicit object for the provided id | ChaosVDScene.h | |
const FVector & GetWorldStreamingLocation() |
ChaosVDScene.h | ||
| Handles the Playback switching to a new Game Thread Frame | ChaosVDScene.h | ||
void HandleEnterNewSolverFrame
(
int32 FrameNumber, |
Handles the playback switching to a new solver frame | ChaosVDScene.h | |
void Initialize() |
ChaosVDScene.h | ||
bool IsInitialized() |
Returns true if the scene is initialized and ready to use | ChaosVDScene.h | |
bool IsObjectSelected
(
const UObject* Object |
Evaluates an object and returns true if it is selected | ChaosVDScene.h | |
bool IsSelected
(
const FTypedElementHandle& InElementHandle |
Evaluates an object and returns true if it is selected | ChaosVDScene.h | |
FChaosVDFocusRequestDelegate & OnFocusRequest() |
Event triggered when an object is focused in the scene (double-click in the scene outliner) | ChaosVDScene.h | |
FChaosVDSceneUpdatedDelegate & OnSceneUpdated() |
Called each time this Scene is modified | ChaosVDScene.h | |
FChaosVDSolverInfoActorCreatedDelegate & OnSolverInfoActorCreated() |
Event called when a solver info actor is created | ChaosVDScene.h | |
FChaosVDSolverVisibilityChangedDelegate & OnSolverVisibilityUpdated() |
Event called when a solver visibility has changed | ChaosVDScene.h | |
void RequestUpdate() |
ChaosVDScene.h | ||
void SetSelected
(
const FTypedElementHandle& InElementHandle |
ChaosVDScene.h | ||
void SetSelectedObject
(
UObject* SelectedObject |
Adds an object to the selection set if it was not selected already, making it selected in practice | ChaosVDScene.h | |
void UpdateFromRecordedSolverStageData
(
const int32 SolverID, |
Updates, Adds and Remove actors to match the provided Solver Stage Data | ChaosVDScene.h | |
void UpdateSelectionProxiesForActors
(
TArrayView< AActor* > SelectedActors |
Updates the render state of the hit proxies of an array of actors. | ChaosVDScene.h | |
void UpdateWorldStreamingLocation
(
const FVector& InLocation |
ChaosVDScene.h |
Overridden from FGCObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddReferencedObjects
(
FReferenceCollector& Collector |
ChaosVDScene.h | ||
virtual FString GetReferencerName() |
ChaosVDScene.h |
Overridden from FTSTickerObjectBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool Tick
(
float DeltaTime |
ChaosVDScene.h |