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Unreal Engine C++ API Reference > Runtime > Chaos > Field
References
Module | Chaos |
Header | /Engine/Source/Runtime/Experimental/Chaos/Public/Field/FieldSystem.h |
Include | #include "Field/FieldSystem.h" |
Syntax
struct FFieldContext
Variables
Type | Name | Description | |
---|---|---|---|
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TUniquePtr< FFieldSystemMetaDataCulling > | CullingData | |
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TArray< FFieldContextIndex > & | IndexResults | |
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TArray< int32 > & | IntegerResults | |
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PointerMap | MetaData | |
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TFieldArrayView< FFieldContextIndex > | SampleIndices | Ryan - TODO: This concept of having discreet sample data needs to change. |
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TFieldArrayView< FVector > | SamplePositions | |
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TArray< float > & | ScalarResults | |
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Chaos::FReal | TimeSeconds | |
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TArray< FVector > & | VectorResults |
Constructors
Type | Name | Description | |
---|---|---|---|
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FFieldContext
(
const FFieldContext& |
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FFieldContext
(
FFieldContext&& |
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FFieldContext
(
FFieldExecutionDatas& ExecutionDatas, |
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FFieldContext
(
const TFieldArrayView< FFieldContextIndex >& SampleIndicesIn, |
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FFieldContext
(
const TFieldArrayView< FFieldContextIndex >& SampleIndicesIn, |
Functions
Type | Name | Description | |
---|---|---|---|
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TFieldArrayView< FFieldContextIndex > |
Operators
Type | Name | Description | |
---|---|---|---|
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FFieldContext & | operator=
(
const FFieldContext& |
|
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FFieldContext & | operator=
(
FFieldContext&& |
Typedefs
Name | Description |
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PointerMap | |
UniquePointerMap |