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Unreal Engine C++ API Reference > Runtime > Engine > Physics > Experimental
Inheritance Hierarchy
- FChaosScene
- FPhysScene_Chaos
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Physics/Experimental/PhysScene_Chaos.h |
Include | #include "Physics/Experimental/PhysScene_Chaos.h" |
Syntax
class FPhysScene_Chaos : public FChaosScene
Remarks
Low level Chaos scene used when building custom simulations that don't exist in the main world physics scene.
Variables
Type | Name | Description | |
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FOnPhysScenePreTick | OnPhysScenePreTick | |
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FOnPhysSceneStep | OnPhysSceneStep | |
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FPrimitiveComponentReplicationCache | ReplicationCache |
Constructors
Type | Name | Description | |
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FPhysScene_Chaos
(
AActor* InSolverActor |
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
---|---|---|---|
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void | AddAggregateToScene
(
const FPhysicsAggregateHandle& InAggregate |
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void | AddCustomPhysics_AssumesLocked
(
FBodyInstance* BodyInstance, |
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void | AddForce_AssumesLocked
(
FBodyInstance* BodyInstance, |
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void | AddForceAtPosition_AssumesLocked
(
FBodyInstance* BodyInstance, |
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void | AddObject
(
UPrimitiveComponent* Component, |
Called during creation of the physics state for gamethread objects to pass off an object to the physics thread |
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void | AddObject
(
UPrimitiveComponent* Component, |
Called during creation of the physics state for gamethread objects to pass off an object to the physics thread |
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void | AddObject
(
UPrimitiveComponent* Component, |
Called during creation of the physics state for gamethread objects to pass off an object to the physics thread |
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void | AddObject
(
UPrimitiveComponent* Component, |
Called during creation of the physics state for gamethread objects to pass off an object to the physics thread |
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void | AddObject
(
UPrimitiveComponent* Component, |
Called during creation of the physics state for gamethread objects to pass off an object to the physics thread |
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void | AddPendingOnConstraintBreak
(
FConstraintInstance* ConstraintInstance, |
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void | AddPendingSleepingEvent
(
FBodyInstance* BI, |
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void | AddRadialForceToBody_AssumesLocked
(
FBodyInstance* BodyInstance, |
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void | AddReferencedObjects
(
FReferenceCollector& Collector |
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void | AddToComponentMaps
(
UPrimitiveComponent* Component, |
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void | AddTorque_AssumesLocked
(
FBodyInstance* BodyInstance, |
|
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void | ApplyWorldOffset
(
FVector InOffset |
|
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void | ClearForces_AssumesLocked
(
FBodyInstance* BodyInstance, |
|
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void | ClearPreSimKinematicUpdate
(
USkeletalMeshComponent* InSkelComp |
|
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void | ClearTorques_AssumesLocked
(
FBodyInstance* BodyInstance, |
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IPhysicsReplication * | ||
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void | DeferPhysicsStateCreation
(
UPrimitiveComponent* Component |
|
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int32 | ||
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void | EnqueueAsyncPhysicsCommand
(
int32 PhysicsStep, |
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void | EnsureCollisionTreeIsBuilt
(
UWorld* World |
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bool | ExecApexVis
(
uint32 SceneType, |
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bool | ExecPxVis
(
uint32 SceneType, |
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FBodyInstance * | GetBodyInstanceFromProxy
(
const IPhysicsProxyBase* PhysicsProxy |
Given a physics proxy, returns its associated body instance if any |
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const FBodyInstance * | GetBodyInstanceFromProxyAndShape
(
IPhysicsProxyBase* InProxy, |
Given a physics proxy, returns its associated body instance if any |
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UChaosEventRelay * | ||
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bool | GetKinematicTarget_AssumesLocked
(
const FBodyInstance* BodyInstance, |
|
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int32 | ||
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const TArray< IPhysicsProxyBase * > * | GetOwnedPhysicsProxies
(
UPrimitiveComponent* Comp |
Given a component, returns its associated solver objects. |
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OwnerType * | GetOwningComponent
(
const IPhysicsProxyBase* PhysicsProxy |
Given a solver object, returns its associated component. |
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const UWorld * | ||
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UWorld * | ||
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TArray< FCollisionNotifyInfo > & | GetPendingCollisionNotifies
(
int32 SceneType |
|
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IPhysicsReplication * | ||
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AActor * | Returns the actor that owns this solver. | |
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const FRigidBodyState * | GetStateFromReplicationCache
(
UPrimitiveComponent* RootComponent, |
Get cached state for replication, if no state is cached RegisterForReplicationCache() is called |
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bool | HandleExecCommands
(
const TCHAR* Cmd, |
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bool | ||
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void | ||
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void | ListAwakeRigidBodies
(
bool bIncludeKinematic |
|
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bool | MarkForPreSimKinematicUpdate
(
USkeletalMeshComponent* InSkelComp, |
|
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void | ||
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void | Callback when a world ends, to mark updated packages dirty. | |
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void | PopulateReplicationCache
(
const int32 PhysicsStep |
Populate the replication cache from the list of registered components |
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void | ||
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void | RegisterAsyncPhysicsTickActor
(
AActor* Actor |
|
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void | RegisterAsyncPhysicsTickComponent
(
UActorComponent* Component |
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void | RegisterForCollisionEvents
(
UPrimitiveComponent* Component |
|
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void | RegisterForGlobalCollisionEvents
(
UPrimitiveComponent* Component |
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void | RegisterForGlobalRemovalEvents
(
UPrimitiveComponent* Component |
|
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void | RegisterForReplicationCache
(
UPrimitiveComponent* RootComponent |
Register a component for physics replication state caching, the component will deregister automatically if cache is not accessed within timelimit set by CVar: np2.ReplicationCache.LingerForNSeconds |
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void | RemoveBodyInstanceFromPendingLists_AssumesLocked
(
FBodyInstance* BodyInstance, |
|
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void | RemoveDeferredPhysicsStateCreation
(
UPrimitiveComponent* Component |
|
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void | RemoveFromComponentMaps
(
IPhysicsProxyBase* InObject |
|
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void | RemoveObject
(
FSkeletalMeshPhysicsProxy* InObject |
Called during physics state destruction for the game thread to remove objects from the simulation #BG TODO - Doesn't actually remove from the evolution at the moment |
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void | RemoveObject
(
FGeometryCollectionPhysicsProxy* InObject |
Called during physics state destruction for the game thread to remove objects from the simulation #BG TODO - Doesn't actually remove from the evolution at the moment |
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void | RemoveObject
(
Chaos::FSingleParticlePhysicsProxy* InObject |
Called during physics state destruction for the game thread to remove objects from the simulation #BG TODO - Doesn't actually remove from the evolution at the moment |
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void | RemoveObject
(
FStaticMeshPhysicsProxy* InObject |
Called during physics state destruction for the game thread to remove objects from the simulation #BG TODO - Doesn't actually remove from the evolution at the moment |
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void | RemoveObject
(
Chaos::FClusterUnionPhysicsProxy* InObject |
Called during physics state destruction for the game thread to remove objects from the simulation #BG TODO - Doesn't actually remove from the evolution at the moment |
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void | ResimNFrames
(
int32 NumFrames |
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void | SetKinematicTarget_AssumesLocked
(
FBodyInstance* BodyInstance, |
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void | SetOwningWorld
(
UWorld* InOwningWorld |
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void | SetPhysXTreeRebuildRate
(
int32 RebuildRate |
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void | StartAsync () |
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bool | ||
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void | UnregisterAsyncPhysicsTickActor
(
AActor* Actor |
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void | UnregisterAsyncPhysicsTickComponent
(
UActorComponent* Component |
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void | UnRegisterForCollisionEvents
(
UPrimitiveComponent* Component |
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void | UnRegisterForGlobalCollisionEvents
(
UPrimitiveComponent* Component |
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void | UnRegisterForGlobalRemovalEvents
(
UPrimitiveComponent* Component |
Overridden from FChaosScene
Type | Name | Description | |
---|---|---|---|
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float | OnStartFrame
(
float InDeltaTime |
Classes
Type | Name | Description | |
---|---|---|---|
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FPrimitiveComponentReplicationCache | Storage structure for replication data probably should just expose read/write API not the structure directly itself like this. | |
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FReplicationCacheData |
Typedefs
Name | Description |
---|---|
FOnPhysScenePreTick | |
FOnPhysSceneStep | |
Super |
Constants
Name | Description |
---|---|
CollisionModifierCallback | |
PhysicsReplicationFactory |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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void | SetPhysicsReplication
(
IPhysicsReplication* InPhysicsReplication |
If possible, avoid directly setting physics replication at runtime - this function will take ownership of the IPhysicsReplication's lifetime. Instead, specify a PhysicsReplication factory and if you must change the replication class at runtime run RecreatePhysicsReplication after having set the factory. |