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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Physics
Classes
Type | Name | Description | |
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FBreakEventSignature | ||
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FChaosBreakEvent | ||
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FChaosCrumblingEvent | ||
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FChaosDerivedDataReader | ||
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FChaosRemovalEvent | ||
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FCollisionChaosEvent | ||
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FCollisionChaosEventBodyInfo | ||
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FCollisionEventSignature | ||
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FConstraintBrokenDelegateWrapper | ||
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FConstraintViolatedDelegateWrapper | ||
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FCrumblingEventSignature | ||
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FPhysicsUserData_Chaos | Note: this must match the enum EChaosUserDataType in PhysicsInterfaceTypesCore. | |
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FPhysInterface_Chaos | ||
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FPhysScene_Chaos | Low level Chaos scene used when building custom simulations that don't exist in the main world physics scene. | |
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FPlasticDeformationDelegateWrapper | ||
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FRemovalEventSignature | ||
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FScopedSceneLock_Chaos | ||
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FScopedSceneReadLock | Needed by low level SQ calls. | |
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ISpatialAcceleration | ||
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TRawEventHandler | ||
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UChaosEventRelay | An object managing events | |
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UPhysicsThreadLibrary |
Constants
Name | Description |
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NextBodyIdValue | |
NextConstraintIdValue |
Enums
Type | Name | Description | |
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EPhysicsInterfaceScopedLockType |
Functions
Type | Name | Description | |
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FQueryFilterData | ChaosInterface::MakeQueryFilterData
(
const FCollisionFilterData& FilterData, |
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void | ComputeZeroDistanceImpactNormalAndPenetration
(
const UWorld* World, |
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void | ComputeZeroDistanceImpactNormalAndPenetration
(
const UWorld* World, |
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void | DrawOverlappingTris
(
const UWorld* World, |
FORCEINLINE float GetRadius(const Chaos::FCapsule& Capsule) { return Capsule.GetRadius(); } |
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void | DrawOverlappingTris
(
const UWorld* World, |
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ECollisionShapeType | GetGeometryType
(
const Chaos::FPerShapeData& Shape |
FORCEINLINE ECollisionShapeType GetType(const Chaos::FImplicitObject& Geom) { if (Geom.GetType() == Chaos::ImplicitObjectType::Box) { return ECollisionShapeType::Box; } if (Geom.GetType() == Chaos::ImplicitObjectType::Sphere) { return ECollisionShapeType::Sphere; } if (Geom.GetType() == Chaos::ImplicitObjectType::Plane) { return ECollisionShapeType::Plane; } return ECollisionShapeType::None; } |
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Chaos::FChaosPhysicsMaterial * | GetMaterialFromInternalFaceIndex
(
const FPhysicsShape& Shape, |
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Chaos::FChaosPhysicsMaterial * | GetMaterialFromInternalFaceIndexAndHitLocation
(
const FPhysicsShape& Shape, |
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void | ||
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uint32 | GetTriangleMeshExternalFaceIndex
(
const FPhysicsShape& Shape, |
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bool | IsBlocking
(
const FPhysicsShape& PShape, |
Util to determine if a shape is deemed blocking based on the query filter |
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void | LowLevelOverlap
(
const TContainer& Container, |
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void | LowLevelRaycast
(
const TContainer& Container, |
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void | LowLevelSweep
(
const TContainer& Container, |
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void | SetShape
(
FPhysTypeDummy& Hit, |
Variables
Type | Name | Description | |
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int32 | GEnableKinematicDeferralStartPhysicsCondition |