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Unreal Engine C++ API Reference > Runtime > Chaos > Chaos > Collision
References
Module | Chaos |
Header | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/Collision/CollisionConstraintFlags.h |
Include | #include "Chaos/Collision/CollisionConstraintFlags.h" |
Syntax
class FIgnoreCollisionManager
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | AddIgnoreCollisions
(
FGeometryParticleHandle* Particle0, |
Add an ignore entry for collisions of Particle0->Particle1. |
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void | AddIgnoreCollisionsFor
(
FHandleID Body0, |
DEPRECATED |
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bool | ContainsHandle
(
FHandleID Body0 |
PHYSICS THREAD API |
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FPendingMap & | GetPendingActivationsForGameThread
(
int32 ExternalTimestamp |
GAME THREAD API |
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FDeactivationSet & | GetPendingDeactivationsForGameThread
(
int32 ExternalTimestamp |
|
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bool | IgnoresCollision
(
FHandleID Body0, |
|
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bool | IgnoresCollision
(
const FGeometryParticleHandle* Particle0, |
Return true if we should ignore collisions between the two particles |
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int32 | NumIgnoredCollision
(
FHandleID Body0 |
|
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void | PopStorageData_Internal
(
int32 ExternalTimestamp |
|
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void | ProcessPendingQueues
(
FPBDRigidsSolver& Solver |
INTEROP API |
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void | PushProducerStorageData_External
(
int32 ExternalTimestamp |
|
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void | RemoveIgnoreCollisions
(
FGeometryParticleHandle* Particle0, |
Remove an ignore entry for collisions of Particle0->Particle1 (in both directions if applicable) |
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int32 | RemoveIgnoreCollisionsFor
(
FHandleID Body0, |
Classes
Type | Name | Description | |
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FStorageData |
Typedefs
Name | Description |
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FDeactivationSet | |
FHandleID | |
FPendingMap |