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Owns all the data associated with the simulation. Can be considered a single scene or world
| Name | FSimulation |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h |
| Include Path | #include "Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h" |
Syntax
struct FSimulation
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSimulation() |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FSimulation() |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h |
Structs
| Name | Remarks |
|---|---|
| FCollisionData | Data relating to contacts returned by VisitCollisions. |
| FIgnorePair | An array of actors to ignore. |
| FImplementation |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DDSimulationTimeline | ChaosDD::Private::FChaosDDTimelinePtr | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
| Implementation | TUniquePtr< FImplementation > | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddToCollidingPairs
(
FActorHandle* ActorHandle |
Set up potential collisions between the actor and all other dynamic actors | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | |
FActorHandle * CreateActor
(
EActorType ActorType, |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
FActorHandle * CreateActor
(
FActorSetup&& ActorSetup |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
FActorHandle * CreateDynamicActor
(
FBodyInstance* BodyInstance, |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
FJointHandle * CreateJoint
(
const FJointSetup& JointSetup |
Create a physical joint and add it to the simulation | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | |
FJointHandle * CreateJoint
(
FConstraintInstance* ConstraintInstance, |
Create a physical joint and add it to the simulation | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | |
FActorHandle * CreateKinematicActor
(
FBodyInstance* BodyInstance, |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
FActorHandle * CreateStaticActor
(
FBodyInstance* BodyInstance |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
void DebugDraw() |
Explicit debug draw path if the use case needs it to happen at a point outside of the simulation | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | |
void DestroyActor
(
FActorHandle* ActorHandle |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
void DestroyActorCollisions
(
FActorHandle* ActorHandle |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
void DestroyJoint
(
FJointHandle* JointHandle |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
const FActorHandle * GetActorHandle
(
int32 ActorHandleIndex |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
FActorHandle * GetActorHandle
(
int32 ActorHandleIndex |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
const Chaos::FCollisionDetectorSettings & GetCollisionDetectorSettings() |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
const Chaos::FSimulationSpaceSettings & GetSimulationSpaceSettings() |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
void InitSimulationSpace
(
const FTransform& Transform |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
int32 NumActors() |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
void SetCollisionDetectorSettings
(
const Chaos::FCollisionDetectorSettings& Settings |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
void SetDebugDrawScene
(
const FString& SceneName, |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
void SetEnabled
(
FActorHandle* ActorHandle, |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
void SetHasCollision
(
FActorHandle* ActorHandle, |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
void SetIgnoreCollisionActors
(
const TArray< FActorHandle* >& InIgnoreCollisionActors |
Set bodies that require no collision | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | |
void SetIgnoreCollisionPairTable
(
const TArray< FIgnorePair >& InIgnoreCollisionPairTable |
Set pair of bodies to ignore collision for | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | |
void SetIsKinematic
(
FActorHandle* ActorHandle, |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
void SetMaxNumRollingAverageStepTimes
(
const int32 MaxNumRollingAverageStepTimes |
Additional settings for less commonly adjusted parameters. | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | |
void SetNumActiveBodies
(
int32 NumActiveBodies, |
Sets the number of active bodies. This number is reset any time a new simulated body is created | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | |
void SetRewindVelocities
(
bool bRewindVelocities |
Sets whether velocities should be rewound when simulating - this may happen when the requested step size is smaller than the fixed simulation step. | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | |
void SetSimulationSpaceSettings
(
const bool bEnabled, |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
void SetSimulationSpaceSettings
(
const Chaos::FSimulationSpaceSettings& SimulationSpaceSettings |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
void SetSolverSettings
(
const FReal FixedDt, |
Set settings. Invalid (negative) values will leave that value unchanged from defaults | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | |
void SetUseFixedStepTolerance
(
bool bUse |
Sets whether or not to use the fixed timestep tolerance for rewinding, which is itself set with a cvar p.Chaos.ImmPhys.FixedStepTolerance. | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | |
void SetUseMinStepTime
(
bool bUse |
Sets whether or not to use the minimum step time, which is itself set with a cvar p.Chaos.ImmPhys.MinStepTime. | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | |
void Simulate
(
FReal DeltaTime, |
Advance the simulation by DeltaTime. | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | |
void Simulate_AssumesLocked
(
FReal DeltaTime, |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
void UpdateSimulationSpace
(
const FTransform& Transform, |
Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h | ||
void VisitCollisions
(
TFunction< void(const FCollisionData&)> Visitor, |
Access to collisions detected during the previous solve. | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h |