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| Name | FSkeletalMeshPhysicsProxy |
| Type | class |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/PhysicsProxy/SkeletalMeshPhysicsProxy.h |
| Include Path | #include "PhysicsProxy/SkeletalMeshPhysicsProxy.h" |
Syntax
class FSkeletalMeshPhysicsProxy : public TPhysicsProxy< FSkeletalMeshPhysicsProxy, FSkeletalMeshPhysicsProxyOutputs, FProxyTimestampBase >
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| PhysicsProxy/SkeletalMeshPhysicsProxy.h | |||
FSkeletalMeshPhysicsProxy
(
UObject* InOwner, |
PhysicsProxy/SkeletalMeshPhysicsProxy.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FSkeletalMeshPhysicsProxy() |
PhysicsProxy/SkeletalMeshPhysicsProxy.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| Base | TPhysicsProxy< FSkeletalMeshPhysicsProxy, FSkeletalMeshPhysicsProxyOutputs, FProxyTimestampBase > | PhysicsProxy/SkeletalMeshPhysicsProxy.h | |
| FInitFunc | TFunction< void(FSkeletalMeshPhysicsProxyParams &OutParams)> | PhysicsProxy/SkeletalMeshPhysicsProxy.h | |
| FInputFunc | TFunction< bool(const float Dt, FSkeletalMeshPhysicsProxyParams &OutParams)> | PhysicsProxy/SkeletalMeshPhysicsProxy.h | |
| FJointConstraints | Chaos::FPBDJointConstraints | PhysicsProxy/SkeletalMeshPhysicsProxy.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Parameters | FSkeletalMeshPhysicsProxyParams | PhysicsProxy/SkeletalMeshPhysicsProxy.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddForceCallback
(
FParticlesType& InParticles, |
PhysicsProxy/SkeletalMeshPhysicsProxy.h | ||
void BindParticleCallbackMapping
(
Chaos::TArrayCollectionArray< PhysicsProxyWrapper >& PhysicsProxyReverseMap, |
PhysicsProxy/SkeletalMeshPhysicsProxy.h | ||
void BufferCommand
(
Chaos::FPhysicsSolver* InSolver, |
PhysicsProxy/SkeletalMeshPhysicsProxy.h | ||
void BufferPhysicsResults() |
PhysicsProxy/SkeletalMeshPhysicsProxy.h | ||
void CaptureInputs
(
const float Dt, |
Capture the current animation pose for use by the physics. | PhysicsProxy/SkeletalMeshPhysicsProxy.h | |
void ClearAccumulatedData() |
PhysicsProxy/SkeletalMeshPhysicsProxy.h | ||
void CreateRigidBodyCallback
(
FParticlesType& InOutParticles |
PhysicsProxy/SkeletalMeshPhysicsProxy.h | ||
void DisableCollisionsCallback
(
TSet< TTuple< int32, int32 > >& InPairs |
PhysicsProxy/SkeletalMeshPhysicsProxy.h | ||
void EndFrameCallback
(
const float InDt |
PhysicsProxy/SkeletalMeshPhysicsProxy.h | ||
void FlipBuffer() |
PhysicsProxy/SkeletalMeshPhysicsProxy.h | ||
const FBoneHierarchy & GetBoneHierarchy() |
PhysicsProxy/SkeletalMeshPhysicsProxy.h | ||
const FSkeletalMeshPhysicsProxyOutputs * GetOutputs() |
PhysicsProxy/SkeletalMeshPhysicsProxy.h | ||
void Initialize() |
Solver Object interface | PhysicsProxy/SkeletalMeshPhysicsProxy.h | |
bool IsDirty() |
PhysicsProxy/SkeletalMeshPhysicsProxy.h | ||
bool IsSimulating() |
PhysicsProxy/SkeletalMeshPhysicsProxy.h | ||
FSkeletalMeshPhysicsProxyOutputs * NewData() |
PhysicsProxy/SkeletalMeshPhysicsProxy.h | ||
void OnRemoveFromScene() |
PhysicsProxy/SkeletalMeshPhysicsProxy.h | ||
void ParameterUpdateCallback
(
FParticlesType& InParticles, |
PhysicsProxy/SkeletalMeshPhysicsProxy.h | ||
bool PullFromPhysicsState
(
const int32 SolverSyncTimestamp |
PhysicsProxy/SkeletalMeshPhysicsProxy.h | ||
void PushToPhysicsState
(
const Chaos::FParticleData* |
PhysicsProxy/SkeletalMeshPhysicsProxy.h | ||
void Reset() |
PhysicsProxy/SkeletalMeshPhysicsProxy.h | ||
void StartFrameCallback
(
const float InDt, |
PhysicsProxy/SkeletalMeshPhysicsProxy.h | ||
void SyncBeforeDestroy() |
PhysicsProxy/SkeletalMeshPhysicsProxy.h | ||
void UpdateKinematicBodiesCallback
(
const FParticlesType& Particles, |
PhysicsProxy/SkeletalMeshPhysicsProxy.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static EPhysicsProxyType ConcreteType() |
PhysicsProxy/SkeletalMeshPhysicsProxy.h |