Navigation
API > API/Runtime > API/Runtime/Chaos
A wrapper around any type of particle handle to provide a consistent (read-only) API for all particle types. This can make code simpler because you can write code that is type-agnostic, but it has a cost. Where possible it is better to write code that is specific to the type(s) of particles being operated on. FGenericParticleHandle has pointer semantics, so you can use one wherever you have a particle handle pointer;
| Name | FGenericParticleHandle |
| Type | class |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/ParticleHandle.h |
| Include Path | #include "Chaos/ParticleHandle.h" |
Syntax
template<typename T, int d>
class FGenericParticleHandle
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Chaos/ParticleHandle.h | |||
FGenericParticleHandle
(
FGeometryParticleHandle* InHandle |
Chaos/ParticleHandle.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Imp | FGenericParticleHandleImp | Chaos/ParticleHandle.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGenericParticleHandleImp * Get() |
Chaos/ParticleHandle.h | ||
bool IsValid() |
Chaos/ParticleHandle.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGenericParticleHandleImp * operator->() |
Chaos/ParticleHandle.h |