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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Physics > API/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 | |
|---|---|---|---|
| FOnPhysScenePreTick | OnPhysScenePreTick | ||
| FOnPhysSceneStep | OnPhysSceneStep | ||
| FPrimitiveComponentReplicationCache | ReplicationCache |
Constructors
| Type | Name | Description | |
|---|---|---|---|
FPhysScene_Chaos
(
AActor* InSolverActor |
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddAggregateToScene
(
const FPhysicsAggregateHandle& InAggregate |
||
| void | AddCustomPhysics_AssumesLocked
(
FBodyInstance* BodyInstance, |
||
| void | AddForce_AssumesLocked
(
FBodyInstance* BodyInstance, |
||
| void | AddForceAtPosition_AssumesLocked
(
FBodyInstance* BodyInstance, |
||
| void | AddObject
(
UPrimitiveComponent* Component, |
Called during creation of the physics state for gamethread objects to pass off an object to the physics thread | |
| void | AddObject
(
UPrimitiveComponent* Component, |
Called during creation of the physics state for gamethread objects to pass off an object to the physics thread | |
| void | AddObject
(
UPrimitiveComponent* Component, |
Called during creation of the physics state for gamethread objects to pass off an object to the physics thread | |
| void | AddObject
(
UPrimitiveComponent* Component, |
Called during creation of the physics state for gamethread objects to pass off an object to the physics thread | |
| void | AddObject
(
UPrimitiveComponent* Component, |
Called during creation of the physics state for gamethread objects to pass off an object to the physics thread | |
| void | AddPendingOnConstraintBreak
(
FConstraintInstance* ConstraintInstance, |
||
| void | AddPendingSleepingEvent
(
FBodyInstance* BI, |
||
| void | AddRadialForceToBody_AssumesLocked
(
FBodyInstance* BodyInstance, |
||
| void | AddReferencedObjects
(
FReferenceCollector& Collector |
||
| void | AddToComponentMaps
(
UPrimitiveComponent* Component, |
||
| void | AddTorque_AssumesLocked
(
FBodyInstance* BodyInstance, |
||
| void | ApplyWorldOffset
(
FVector InOffset |
||
| void | ClearForces_AssumesLocked
(
FBodyInstance* BodyInstance, |
||
| void | ClearPreSimKinematicUpdate
(
USkeletalMeshComponent* InSkelComp |
||
| void | ClearTorques_AssumesLocked
(
FBodyInstance* BodyInstance, |
||
| IPhysicsReplication * | |||
| void | DeferPhysicsStateCreation
(
UPrimitiveComponent* Component |
||
| int32 | |||
| void | EnqueueAsyncPhysicsCommand
(
int32 PhysicsStep, |
||
| void | EnsureCollisionTreeIsBuilt
(
UWorld* World |
||
| bool | ExecApexVis
(
uint32 SceneType, |
||
| bool | ExecPxVis
(
uint32 SceneType, |
||
| FBodyInstance * | GetBodyInstanceFromProxy
(
const IPhysicsProxyBase* PhysicsProxy |
Given a physics proxy, returns its associated body instance if any | |
| const FBodyInstance * | GetBodyInstanceFromProxyAndShape
(
IPhysicsProxyBase* InProxy, |
Given a physics proxy, returns its associated body instance if any | |
| UChaosEventRelay * | |||
| bool | GetKinematicTarget_AssumesLocked
(
const FBodyInstance* BodyInstance, |
||
| int32 | |||
| const TArray< IPhysicsProxyBase * > * | GetOwnedPhysicsProxies
(
UPrimitiveComponent* Comp |
Given a component, returns its associated solver objects. | |
| OwnerType * | GetOwningComponent
(
const IPhysicsProxyBase* PhysicsProxy |
Given a solver object, returns its associated component. | |
| const UWorld * | |||
| UWorld * | |||
| TArray< FCollisionNotifyInfo > & | GetPendingCollisionNotifies
(
int32 SceneType |
||
| IPhysicsReplication * | |||
| AActor * | Returns the actor that owns this solver. | ||
| const FRigidBodyState * | GetStateFromReplicationCache
(
UPrimitiveComponent* RootComponent, |
Get cached state for replication, if no state is cached RegisterForReplicationCache() is called | |
| bool | HandleExecCommands
(
const TCHAR* Cmd, |
||
| bool | |||
| void | |||
| void | ListAwakeRigidBodies
(
bool bIncludeKinematic |
||
| bool | MarkForPreSimKinematicUpdate
(
USkeletalMeshComponent* InSkelComp, |
||
| void | |||
| void | Callback when a world ends, to mark updated packages dirty. | ||
| void | PopulateReplicationCache
(
const int32 PhysicsStep |
Populate the replication cache from the list of registered components | |
| void | |||
| void | RegisterAsyncPhysicsTickActor
(
AActor* Actor |
||
| void | RegisterAsyncPhysicsTickComponent
(
UActorComponent* Component |
||
| void | RegisterForCollisionEvents
(
UPrimitiveComponent* Component |
||
| void | RegisterForGlobalCollisionEvents
(
UPrimitiveComponent* Component |
||
| void | RegisterForGlobalRemovalEvents
(
UPrimitiveComponent* Component |
||
| 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 | |
| void | RemoveBodyInstanceFromPendingLists_AssumesLocked
(
FBodyInstance* BodyInstance, |
||
| void | RemoveDeferredPhysicsStateCreation
(
UPrimitiveComponent* Component |
||
| void | RemoveFromComponentMaps
(
IPhysicsProxyBase* InObject |
||
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| void | ResimNFrames
(
int32 NumFrames |
||
| void | SetKinematicTarget_AssumesLocked
(
FBodyInstance* BodyInstance, |
||
| void | SetOwningWorld
(
UWorld* InOwningWorld |
||
| void | SetPhysXTreeRebuildRate
(
int32 RebuildRate |
||
| void | StartAsync () |
||
| bool | |||
| void | UnregisterAsyncPhysicsTickActor
(
AActor* Actor |
||
| void | UnregisterAsyncPhysicsTickComponent
(
UActorComponent* Component |
||
| void | UnRegisterForCollisionEvents
(
UPrimitiveComponent* Component |
||
| void | UnRegisterForGlobalCollisionEvents
(
UPrimitiveComponent* Component |
||
| void | UnRegisterForGlobalRemovalEvents
(
UPrimitiveComponent* Component |
Overridden from FChaosScene
| Type | Name | Description | |
|---|---|---|---|
| float | OnStartFrame
(
float InDeltaTime |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FPrimitiveComponentReplicationCache | Storage structure for replication data probably should just expose read/write API not the structure directly itself like this. | ||
| FReplicationCacheData |
Typedefs
| Name | Description |
|---|---|
| FOnPhysScenePreTick | |
| FOnPhysSceneStep | |
| Super |
Constants
| Name | Description |
|---|---|
| CollisionModifierCallback | |
| PhysicsReplicationFactory |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| 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. |