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This interface allows plugins to sync between physx sim results and Unreal Engine data.
| Name | FCustomPhysXSyncActors |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/CustomPhysXPayload.h |
| Include Path | #include "CustomPhysXPayload.h" |
Syntax
struct FCustomPhysXSyncActors
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FCustomPhysXSyncActors() |
CustomPhysXPayload.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Actors | TArray< physx::PxRigidActor * > | CustomPhysXPayload.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BuildSyncData_AssumesLocked
(
const TArray< physx::PxRigidActor* >& RigidActors |
Syncing between PhysX and Unreal Engine can be tricky. | CustomPhysXPayload.h | |
void FinalizeSync () |
This is step 2 of the sync. | CustomPhysXPayload.h |