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Unreal Engine C++ API Reference > Runtime > Engine > Physics > ImmediatePhysics > ImmediatePhysicsChaos
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h |
Include | #include "Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsActorHandle_Chaos.h" |
Syntax
struct FActorHandle
Remarks
Handle associated with a physics actor. This is the proper way to read/write to the physics simulation
Constructors
No constructors are accessible with public or protected access.
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | AddForce
(
const FVector& Force |
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void | AddImpulseAtLocation
(
FVector Impulse, |
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void | AddRadialForce
(
const FVector& Origin, |
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void | AddTorque
(
const FVector& Torque |
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FReal | Get the angular damping | |
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FVector | Get the angular velocity | |
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bool | GetEnabled () |
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FVector | GetInertia () |
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FVector | Get the inverse inertia. Mass-space inverse inertia diagonal vector | |
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FReal | Get the inverse mass. | |
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bool | Is the actor kinematic | |
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const FKinematicTarget & | Gets the kinematic target (next transform) for the actor if one is set (check HasKinematicTarget() to see if a target is available) | |
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int32 | GetLevel () |
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FReal | Get the linear damping | |
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FVector | Get the linear velocity | |
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FTransform | Get the actor-space centre of mass offset | |
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FReal | GetMass () |
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FReal | Get the max angular velocity squared | |
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FReal | Get the max contact impulse | |
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FReal | Get the max depenetration velocity | |
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FReal | Get the max linear velocity squared | |
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const FName & | GetName () |
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const Chaos::FGeometryParticleHandle * | GetParticle () |
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Chaos::FGeometryParticleHandle * | GetParticle () |
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FTransform | Get the world transform | |
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bool | Does this actor have a kinematic target (next kinematic transform to be applied) | |
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void | InitWorldTransform
(
const FTransform& WorldTM |
Sets the world transform, zeroes velocity, etc. |
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bool | Returns true if the world gravity applies to this actor | |
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bool | IsSimulated () |
Whether the body is simulating |
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bool | IsStatic () |
Whether the body is static |
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void | SetAngularDamping
(
FReal NewAngularDamping |
Set the angular damping |
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void | SetAngularVelocity
(
const FVector& NewAngularVelocity |
Set the angular velocity |
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void | SetEnabled
(
bool bEnabled |
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void | SetGravityEnabled
(
bool bEnable |
Sets whether world gravity should apply to this actor, assuming it is dynamic |
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void | SetInverseInertia
(
const FVector& NewInverseInertia |
Set the inverse inertia. Mass-space inverse inertia diagonal vector |
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void | SetInverseMass
(
FReal NewInverseMass |
Set the inverse mass. 0 indicates kinematic object |
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bool | SetIsKinematic
(
bool bKinematic |
Normally used to modify a EParticleType::Rigid between kinematic and dynamic. |
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void | SetKinematicTarget
(
const FTransform& WorldTM |
Sets the kinematic target. This will affect velocities as expected |
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void | SetLevel
(
int32 InLevel |
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void | SetLinearDamping
(
FReal NewLinearDamping |
Set the linear damping |
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void | SetLinearVelocity
(
const FVector& NewLinearVelocity |
Set the linear velocity |
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void | SetMaxAngularVelocitySquared
(
FReal NewMaxAngularVelocitySquared |
Set the max angular velocity squared |
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void | SetMaxContactImpulse
(
FReal NewMaxContactImpulse |
Set the max contact impulse |
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void | SetMaxDepenetrationVelocity
(
FReal NewMaxDepenetrationVelocity |
Set the max depenetration velocity |
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void | SetMaxLinearVelocitySquared
(
FReal NewMaxLinearVelocitySquared |
Set the max linear velocity squared |
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void | ||
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void | SetWorldTransform
(
const FTransform& WorldTM |
Sets the world transform, maintains velocity etc. |