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Transient flags for indicating somethings needs to be updated based on a change to the particle Typically some of these flags will be set when something on the particle changes (e.g., when initially created, a joint is connected, etc etc). The flags will be checked and reset by some system during the tick.
Transient flags are for use in the solver only. They should not be directly controlled by settings, or sent back outside of the solver (e.g., not to the game thread). E.g., the bInertiaConditioningDirty flags is set whenever the particle changes in such a way that the inertia conditioning needs to be recalculated and is reset by the evolution when it has recalculated it.
In general the transient flags can be set from multiple locations, but should only ever be cleared in one.
| Name | FRigidParticleTransientFlags |
| Type | class |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/RigidParticleControlFlags.h |
| Include Path | #include "Chaos/RigidParticleControlFlags.h" |
Syntax
class FRigidParticleTransientFlags
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRigidParticleTransientFlags() |
Chaos/RigidParticleControlFlags.h |
Structs
| Name | Remarks |
|---|---|
| FFlags |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FStorage | uint8 | Chaos/RigidParticleControlFlags.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Bits | FStorage | Chaos/RigidParticleControlFlags.h | ||
| Flags | FFlags | Chaos/RigidParticleControlFlags.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| FRigidParticleTransientFlags | union Chaos::FRigidParticleTransientFlags | Chaos/RigidParticleControlFlags.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearInertiaConditioningDirty() |
Chaos/RigidParticleControlFlags.h | ||
void ClearIsMovingKinematic() |
Chaos/RigidParticleControlFlags.h | ||
void ClearUseIgnoreCollisionManager() |
Chaos/RigidParticleControlFlags.h | ||
FStorage GetFlags() |
Chaos/RigidParticleControlFlags.h | ||
bool GetInertiaConditioningDirty() |
Set to true when some property of the particle changes and we should regenerate the inertia conditioning vector. | Chaos/RigidParticleControlFlags.h | |
bool GetIsMovingKinematic () |
Is this particle kinematic and moving (velocity and angular velocity are non-zero). | Chaos/RigidParticleControlFlags.h | |
bool GetUseIgnoreCollisionManager() |
Set to true when the particle has one or more entries in the CollisionIgnoreManager. | Chaos/RigidParticleControlFlags.h | |
void SetFlags
(
const FStorage InFlags |
Chaos/RigidParticleControlFlags.h | ||
void SetInertiaConditioningDirty() |
Chaos/RigidParticleControlFlags.h | ||
void SetIsMovingKinematic() |
Chaos/RigidParticleControlFlags.h | ||
void SetUseIgnoreCollisionManager() |
Chaos/RigidParticleControlFlags.h |
See Also
- FRigidParticleControlFlags for externally controlled flags.