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Solver specific data buffered for use on Game thread
| Name | FPBDRigidDirtyParticlesBufferOut |
| Type | struct |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/PBDRigidActiveParticlesBuffer.h |
| Include Path | #include "PBDRigidActiveParticlesBuffer.h" |
Syntax
struct FPBDRigidDirtyParticlesBufferOut
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DirtyGameThreadParticles | TArray< FSingleParticlePhysicsProxy * > | PBDRigidActiveParticlesBuffer.h | ||
| PhysicsParticleProxies | TSet< IPhysicsProxyBase * > | Some particle types (clustered) only exist on the game thread, but we still need to pull data over via their proxies. | PBDRigidActiveParticlesBuffer.h |