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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/ImmediatePhysicsSimulation_Chaos.h |
Include | #include "Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsSimulation_Chaos.h" |
Syntax
struct FSimulation
Remarks
Owns all the data associated with the simulation. Can be considered a single scene or world
Constructors
Type | Name | Description | |
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FSimulation () |
Destructors
Type | Name | Description | |
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~FSimulation () |
Functions
Type | Name | Description | |
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void | AddToCollidingPairs
(
FActorHandle* ActorHandle |
Set up potential collisions between the actor and all other dynamic actors |
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FActorHandle * | CreateActor
(
EActorType ActorType, |
|
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FActorHandle * | CreateDynamicActor
(
FBodyInstance* BodyInstance, |
Create a dynamic body and add it to the simulation |
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FJointHandle * | CreateJoint
(
const Chaos::FPBDJointSettings& ConstraintSettings, |
Create a physical joint and add it to the simulation |
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FJointHandle * | CreateJoint
(
FConstraintInstance* ConstraintInstance, |
Create a physical joint and add it to the simulation |
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FActorHandle * | CreateKinematicActor
(
FBodyInstance* BodyInstance, |
Create a kinematic body and add it to the simulation |
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FActorHandle * | CreateStaticActor
(
FBodyInstance* BodyInstance |
Create a static body and add it to the simulation |
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void | DebugDraw () |
Explicit debug draw path if the use case needs it to happen at a point outside of the simulation |
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void | DestroyActor
(
FActorHandle* ActorHandle |
|
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void | DestroyActorCollisions
(
FActorHandle* ActorHandle |
|
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void | DestroyJoint
(
FJointHandle* JointHandle |
|
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const FActorHandle * | GetActorHandle
(
int32 ActorHandleIndex |
|
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FActorHandle * | GetActorHandle
(
int32 ActorHandleIndex |
|
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void | InitSimulationSpace
(
const FTransform& Transform |
|
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int32 | NumActors () |
|
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void | SetIgnoreCollisionActors
(
const TArray< FActorHandle* >& InIgnoreCollisionActors |
Set bodies that require no collision |
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void | SetIgnoreCollisionPairTable
(
const TArray< FIgnorePair >& InIgnoreCollisionPairTable |
Set pair of bodies to ignore collision for |
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void | SetNumActiveBodies
(
int32 NumActiveBodies, |
Sets the number of active bodies. This number is reset any time a new simulated body is created |
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void | SetSimulationSpaceSettings
(
const FReal Alpha, |
|
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void | SetSolverSettings
(
const FReal FixedDt, |
Set settings. Invalid (negative) values with leave that value unchanged from defaults |
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void | Advance the simulation by DeltaTime | |
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void | Simulate_AssumesLocked
(
FReal DeltaTime, |
|
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void | UpdateSimulationSpace
(
const FTransform& Transform, |
Classes
Type | Name | Description | |
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FIgnorePair | An array of actors to ignore. | |
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FImplementation |