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Holds the data for getting back at the real handle if it's still valid Systems should not use this unless clean-up of direct handle is slow, this uses thread safe shared ptr which is not cheap
| Name | FWeakParticleHandle |
| Type | class |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/GeometryParticles.h |
| Include Path | #include "Chaos/GeometryParticles.h" |
Syntax
class FWeakParticleHandle
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Chaos/GeometryParticles.h | |||
FWeakParticleHandle
(
TGeometryParticleHandle< FReal, 3 >* InHandle |
Chaos/GeometryParticles.h |
Structs
| Name | Remarks |
|---|---|
| FData |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| SharedData | TSharedPtr< FData, ESPMode::ThreadSafe > | Chaos/GeometryParticles.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TGeometryParticleHandle< FReal, 3 > * GetHandle() |
Chaos/GeometryParticles.h | ||
TGeometryParticleHandle< FReal, 3 > * GetHandleUnsafe() |
Assumes the weak particle handle has been initialized so SharedData must exist. | Chaos/GeometryParticles.h | |
bool IsInitialized() |
Chaos/GeometryParticles.h | ||
void ResetHandle() |
Chaos/GeometryParticles.h |