Navigation
| Name | ChaosVehicles |
| Type | Plugin |
| Part of Plugins | ChaosVehiclesPlugin |
| Location | /Engine/Plugins/Experimental/ChaosVehiclesPlugin/Source/ChaosVehicles/ |
| Module Build Rules | ChaosVehicles.Build.cs |
Classes
| Name | Remarks |
|---|---|
| AWheeledVehiclePawn | ChaosWheeledVehicle is the base wheeled vehicle pawn actor. |
| FChaosVehicleManager | |
| FChaosVehicleManagerAsyncCallback | Async callback from the Physics Engine where we can perform our vehicle simulation |
| FDeferredForces | |
| UChaosVehicleMovementComponent | Base component to handle the vehicle simulation for an actor. |
| UChaosVehicleSimulation | |
| UChaosVehicleWheel | |
| UChaosWheeledVehicleMovementComponent | |
| UChaosWheeledVehicleSimulation | |
| UVehicleAnimationInstance |
Structs
| Name | Remarks |
|---|---|
| FAnimNode_StageCoachWheelController | Simple controller that replaces or adds to the translation/rotation of a single bone. |
| FAnimNode_WheelController | Simple controller that replaces or adds to the translation/rotation of a single bone. |
| FBaseSnapshotData | |
| FChaosVehicleAsyncInput | Per Vehicle Input State from Game Thread to Physics Thread |
| FChaosVehicleAsyncOutput | Async Output Data |
| FChaosVehicleManagerAsyncInput | |
| FChaosVehicleManagerAsyncOutput | Async Output for all of the vehicles handled by this Vehicle Manager |
| FChaosWheelSetup | |
| FControlInputs | Control inputs holding the vehicle ones + persisten ones |
| FNetworkVehicleInputs | Vehicle Inputs data that will be used in the inputs history to be applied while simulating |
| FNetworkVehicleStates | Vehicle states data that will be used in the states history to rewind the simulation at some point inn time |
| FPhysicsVehicleInputs | Per Vehicle input State from Game Thread to Physics Thread |
| FPhysicsVehicleOutput | Per Vehicle Output State from Physics Thread to Game Thread |
| FPhysicsVehicleTraits | |
| FVehicleAerofoilConfig | |
| FVehicleAnimationInstanceProxy | Proxy override for this UAnimInstance-derived class |
| FVehicleDebugParams | |
| FVehicleDifferentialConfig | |
| FVehicleEngineConfig | |
| FVehicleInputRateConfig | |
| FVehicleInputs | Vehicle inputs from the player controller |
| FVehicleReplicatedState | |
| FVehicleStabilizeControlConfig | |
| FVehicleState | Commonly used state - evaluated once used wherever required |
| FVehicleSteeringConfig | |
| FVehicleTargetRotationControlConfig | |
| FVehicleThrustConfig | |
| FVehicleTorqueControlConfig | |
| FVehicleTransmissionConfig | |
| FWheelAnimationData | |
| FWheeledSnaphotData | |
| FWheeledVehicleDebugParams | |
| FWheelSnapshot | |
| FWheelsOutput | Local physics wheels outputs not replicated across the network |
| FWheelState | Commonly used Wheel state - evaluated once used wherever required for that frame |
| FWheelStatus | Structure containing information about the status of a single wheel of the vehicle. |
| FWheelTraceParams |
Interfaces
| Name | Remarks |
|---|---|
| IChaosVehiclesPlugin | The public interface to this module |
Enums
Public
| Name | Remarks |
|---|---|
| EAxleType | |
| EChaosAsyncVehicleDataType | |
| EDebugPages | There is too much information for one screen full of debug data, so sub-pages of information are available Advance through pages using p.Vehicles.NextDebugPage | p.Vehicles.PrevDebugPage which can be hooked up to the keyboard or a controller in blueprint using execCommand |
| EForceFlags | |
| EInputFunctionType | Input Options |
| ESteeringType | Single angle : both wheels steer by the same amount AngleRatio : outer wheels on corner steer less than the inner ones by set ratio Ackermann : Ackermann steering principle is applied |
| ESweepShape | |
| ESweepType | |
| ETorqueCombineMethod | |
| EVehicleAerofoilType | |
| EVehicleDifferential | |
| EVehicleThrustType |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| STATGROUP_Advanced | ChaosVehicleManagerAsyncCallback.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!
(
EForceFlags E |
DeferredForces.h | ||
EForceFlags operator&
(
EForceFlags Lhs, |
DeferredForces.h | ||
EForceFlags & operator&=
(
EForceFlags& Lhs, |
DeferredForces.h | ||
EForceFlags operator^
(
EForceFlags Lhs, |
DeferredForces.h | ||
EForceFlags & operator^=
(
EForceFlags& Lhs, |
DeferredForces.h | ||
EForceFlags operator|
(
EForceFlags Lhs, |
DeferredForces.h | ||
EForceFlags & operator|=
(
EForceFlags& Lhs, |
DeferredForces.h | ||
EForceFlags operator~
(
EForceFlags E |
DeferredForces.h |