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Unreal Engine C++ API Reference > Runtime > Chaos > PhysicsProxy
Inheritance Hierarchy
- IPhysicsProxyBase
- TPhysicsProxy
- FSkeletalMeshPhysicsProxy
References
Module | Chaos |
Header | /Engine/Source/Runtime/Experimental/Chaos/Public/PhysicsProxy/SkeletalMeshPhysicsProxy.h |
Include | #include "PhysicsProxy/SkeletalMeshPhysicsProxy.h" |
Syntax
class FSkeletalMeshPhysicsProxy : public TPhysicsProxy< FSkeletalMeshPhysicsProxy, FSkeletalMeshPhysicsProxyOutputs, FProxyTimestampBase >
Constructors
Type | Name | Description | |
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FSkeletalMeshPhysicsProxy
(
UObject* InOwner, |
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | AddForceCallback
(
FParticlesType& InParticles, |
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void | BindParticleCallbackMapping
(
Chaos::TArrayCollectionArray< PhysicsProxyWrapper >& PhysicsProxyReverseMap, |
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void | BufferCommand
(
Chaos::FPhysicsSolver* InSolver, |
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void | ||
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void | CaptureInputs
(
const float Dt, |
Capture the current animation pose for use by the physics. |
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void | ||
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EPhysicsProxyType | ConcreteType () |
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void | CreateRigidBodyCallback
(
FParticlesType& InOutParticles |
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void | DisableCollisionsCallback
(
TSet< TTuple< int32, int32 >>& InPairs |
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void | EndFrameCallback
(
const float InDt |
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void | FlipBuffer () |
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const FBoneHierarchy & | ||
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const FSkeletalMeshPhysicsProxyOutputs * | GetOutputs () |
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void | Initialize () |
Solver Object interface |
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bool | IsDirty () |
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bool | IsSimulating () |
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FSkeletalMeshPhysicsProxyOutputs * | NewData () |
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void | ||
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void |
ParameterUpdateCallback
(
FParticlesType& InParticles, |
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bool | PullFromPhysicsState
(
const int32 SolverSyncTimestamp |
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void | PushToPhysicsState
(
const Chaos::FParticleData* |
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void | Reset () |
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void | StartFrameCallback
(
const float InDt, |
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void | ||
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void | UpdateKinematicBodiesCallback
(
const FParticlesType& Particles, |
Typedefs
Name | Description |
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Base | |
FInitFunc | |
FInputFunc | |
FJointConstraints |