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Each update tree has it's own local tree hierarchy, this will be translated into the actual tree hierarchy.
| Name | FSimTreeUpdates |
| Type | class |
| Header File | /Engine/Source/Runtime/Experimental/ChaosVehicles/ChaosVehiclesCore/Public/SimModule/SimModuleTree.h |
| Include Path | #include "SimModule/SimModuleTree.h" |
Syntax
class FSimTreeUpdates
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DeletedModules | TArray< FPendingModuleDeletions > | SimModule/SimModuleTree.h | ||
| NewModules | TArray< FPendingModuleAdds > | SimModule/SimModuleTree.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int AddNodeBelow
(
int ParentIndex, |
SimModule/SimModuleTree.h | ||
int AddRoot
(
ISimulationModuleBase* NewSimModuleIn |
SimModule/SimModuleTree.h | ||
void ClearUpdates() |
SimModule/SimModuleTree.h | ||
const TArray< FPendingModuleDeletions > & GetDeletedModules() |
SimModule/SimModuleTree.h | ||
const TArray< FPendingModuleAdds > & GetNewModules() |
SimModule/SimModuleTree.h | ||
void RemoveNode
(
int Guid |
SimModule/SimModuleTree.h |