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API > API/Runtime > API/Runtime/Chaos > API/Runtime/Chaos/FAccelerationStructureHandle
Overloads
| Name |
Remarks |
Include Path |
Unreal Specifiers |
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Chaos/ParticleHandle.h |
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Chaos/ParticleHandle.h |
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Chaos/ParticleHandle.h |
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FAccelerationStructureHandle(FGeometryParticleHandle *)
| |
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| Name |
FAccelerationStructureHandle |
| Type |
function |
| Header File |
/Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/ParticleHandle.h |
| Include Path |
#include "Chaos/ParticleHandle.h" |
FAccelerationStructureHandle
(
FGeometryParticleHandle * InHandle
)
FAccelerationStructureHandle(TGeometryParticleHandleImp< FReal, 3, bPersistent > &)
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| Name |
FAccelerationStructureHandle |
| Type |
function |
| Header File |
/Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/ParticleHandle.h |
| Include Path |
#include "Chaos/ParticleHandle.h" |
template<bool bPersistent>
FAccelerationStructureHandle
(
TGeometryParticleHandleImp < FReal, 3, bPersistent > & InHandle
)
FAccelerationStructureHandle(FGeometryParticle *, bool)
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| Name |
FAccelerationStructureHandle |
| Type |
function |
| Header File |
/Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/ParticleHandle.h |
| Include Path |
#include "Chaos/ParticleHandle.h" |
FAccelerationStructureHandle
(
FGeometryParticle * InGeometryParticle,
bool bUsePrefiltering
)
Parameters
| Name |
Remarks |
| bUsePrefiltering |
make sur the prefiltering data is computed. setting it to false may be useful when building a payload for a remove operation |