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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Physics > API/Runtime/Engine/Physics/ImmediatePhysics > API/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 | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddForce
(
const FVector& Force |
||
| void | AddImpulseAtLocation
(
FVector Impulse, |
||
| void | AddRadialForce
(
const FVector& Origin, |
||
| void | AddTorque
(
const FVector& Torque |
||
| FReal | Get the angular damping | ||
| FVector | Get the angular velocity | ||
| bool | GetEnabled () |
||
| FVector | GetInertia () |
||
| FVector | Get the inverse inertia. Mass-space inverse inertia diagonal vector | ||
| FReal | Get the inverse mass. | ||
| bool | Is the actor kinematic | ||
| const FKinematicTarget & | Gets the kinematic target (next transform) for the actor if one is set (check HasKinematicTarget() to see if a target is available) | ||
| int32 | GetLevel () |
||
| FReal | Get the linear damping | ||
| FVector | Get the linear velocity | ||
| FTransform | Get the actor-space centre of mass offset | ||
| FReal | GetMass () |
||
| FReal | Get the max angular velocity squared | ||
| FReal | Get the max contact impulse | ||
| FReal | Get the max depenetration velocity | ||
| FReal | Get the max linear velocity squared | ||
| const FName & | GetName () |
||
| const Chaos::FGeometryParticleHandle * | GetParticle () |
||
| Chaos::FGeometryParticleHandle * | GetParticle () |
||
| FTransform | Get the world transform | ||
| bool | Does this actor have a kinematic target (next kinematic transform to be applied) | ||
| void | InitWorldTransform
(
const FTransform& WorldTM |
Sets the world transform, zeroes velocity, etc. | |
| bool | Returns true if the world gravity applies to this actor | ||
| bool | IsSimulated () |
Whether the body is simulating | |
| bool | IsStatic () |
Whether the body is static | |
| void | SetAngularDamping
(
FReal NewAngularDamping |
Set the angular damping | |
| void | SetAngularVelocity
(
const FVector& NewAngularVelocity |
Set the angular velocity | |
| void | SetEnabled
(
bool bEnabled |
||
| void | SetGravityEnabled
(
bool bEnable |
Sets whether world gravity should apply to this actor, assuming it is dynamic | |
| void | SetInverseInertia
(
const FVector& NewInverseInertia |
Set the inverse inertia. Mass-space inverse inertia diagonal vector | |
| void | SetInverseMass
(
FReal NewInverseMass |
Set the inverse mass. 0 indicates kinematic object | |
| bool | SetIsKinematic
(
bool bKinematic |
Normally used to modify a EParticleType::Rigid between kinematic and dynamic. | |
| void | SetKinematicTarget
(
const FTransform& WorldTM |
Sets the kinematic target. This will affect velocities as expected | |
| void | SetLevel
(
int32 InLevel |
||
| void | SetLinearDamping
(
FReal NewLinearDamping |
Set the linear damping | |
| void | SetLinearVelocity
(
const FVector& NewLinearVelocity |
Set the linear velocity | |
| void | SetMaxAngularVelocitySquared
(
FReal NewMaxAngularVelocitySquared |
Set the max angular velocity squared | |
| void | SetMaxContactImpulse
(
FReal NewMaxContactImpulse |
Set the max contact impulse | |
| void | SetMaxDepenetrationVelocity
(
FReal NewMaxDepenetrationVelocity |
Set the max depenetration velocity | |
| void | SetMaxLinearVelocitySquared
(
FReal NewMaxLinearVelocitySquared |
Set the max linear velocity squared | |
| void | |||
| void | SetWorldTransform
(
const FTransform& WorldTM |
Sets the world transform, maintains velocity etc. |