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Unreal Engine C++ API Reference > Runtime > Engine
Classes
Type | Name | Description | |
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AClusterUnionActor | A lightweight actor that can be used to own a cluster union component. | |
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APhysicsConstraintActor | Copyright Epic Games, Inc. All Rights Reserved. | |
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APhysicsThruster | Attach one of these on an object using physics simulation and it will apply a force down the negative-X direction ie. point X in the direction you want the thrust in. | |
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ARadialForceActor | ||
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ARigidBodyBase | RigidBodyBase: The base class of all rigid bodies. | |
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FAngularDriveConstraint | Angular Drive | |
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FBodyInstance | Container for a physics representation of an object | |
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FBodyInstanceAsyncPhysicsTickHandle | ||
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FBodyInstanceEditorHelpers | Helper methods for classes with body instances. | |
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FBodySetupObjectTextFactory | ||
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FBodySetupUVInfo | UV information for BodySetup, only created if UPhysicsSettings::bSupportUVFromHitResults | |
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FChaosDerivedDataReader | ||
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FChaosPhysicsSettings | Settings container for Chaos physics engine settings, accessed in Chaos through a setting provider interface. | |
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FClusteredActorData | ||
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FClusteredComponentData | ||
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FClusterUnionParticleCandidateData | For every possible particle that could ever possibly be added into the cluster union, keep track of its component and its bone id. | |
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FClusterUnionPendingAddData | ||
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FClusterUnionReplicatedData | ||
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FCollisionResponse | ||
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FConeConstraint | Cone constraint | |
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FConstraintBaseParams | Copyright Epic Games, Inc. All Rights Reserved. | |
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FConstraintDrive | ||
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FConstraintInstance | Container for a physics representation of an object. | |
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FConstraintInstanceAccessor | Wrapping type around instance pointer to be returned per value in Blueprints. | |
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FConstraintInstanceBase | ||
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FConstraintProfileProperties | Container for properties of a physics constraint that can be easily swapped at runtime. | |
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FCookBodySetupInfo | Helper struct to indicate which geometry needs to be cooked | |
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FExternalSpatialAccelerationPayload | This is a Chaos spatial acceleration payload that can be used for spatial acceleration structures that are meant to only be used in external contexts. | |
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FInitBodiesHelper | ||
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FInitBodiesHelperBase | ||
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FInitBodiesHelperWithData | ||
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FInitBodySpawnParams | Helper struct to specify spawn behavior | |
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FKAggregateGeom | Container for an aggregate of collision shapes | |
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FKBoxElem | Box shape used for collision | |
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FKConvexElem | One convex hull, used for simplified collision. | |
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FKLevelSetElem | ||
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FKShapeElem | Base class of shapes used for collision, such as Sphere, Box, Sphyl, Convex, TaperedCapsule or LevelSet | |
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FKSkinnedLevelSetElem | ||
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FKSphereElem | Sphere shape used for collision | |
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FKSphylElem | Capsule shape used for collision. Z axis is capsule axis. | |
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FKTaperedCapsuleElem | Capsule shape used for collision. | |
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FLinearConstraint | Distance constraint | |
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FLinearDriveConstraint | Linear Drive | |
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FLockedPhysicsObjectExternalInterface | ||
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FOnClusterUnionAddedComponent | ||
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FOnClusterUnionBoundsChanged | ||
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FOnClusterUnionRemovedComponent | ||
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FPhysicalAnimationData | Stores info on the type of motor that will be used for a given bone | |
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FPhysicalAnimationProfile | ||
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FPhysicalSurfaceName | Structure that represents the name of physical surfaces. | |
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FPhysicsAssetSolverSettings | Solver iterations settings for use by RigidBody AnimNode (RBAN) in the Anim Graph. | |
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FPhysicsConstraintProfileHandle | Complete constraint definition used by rigid body physics. | |
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FPhysicsObjectExternalInterface | ||
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FPhysicsPredictionSettings | Physics Prediction Settings | |
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FRigidBodyIndexPair | Endian save storage for a pair of rigid body indices used as a key in the CollisionDisableTable TMap. | |
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FSolverIterations | Solver settings for use by the Legacy RigidBody AnimNode (RBAN) solver. | |
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FTwistConstraint | Angular roll constraint | |
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ISpatialAccelerationCollection | ||
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TWeightedLatticeImplicitObject | ||
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UBodySetup | BodySetup contains all collision information that is associated with a single asset. | |
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UChaosBlueprintLibrary | ||
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UClusterUnionComponent | This does the bulk of the work exposing a physics cluster union to the game thread. | |
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UClusterUnionReplicatedProxyComponent | This component lets us store replicated information about how any particular UPrimitiveComponent should be attached to its parent cluster union. | |
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UConstraintInstanceBlueprintLibrary | ||
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UPhysicalAnimationComponent | ||
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UPhysicsAsset | PhysicsAsset contains a set of rigid bodies and constraints that make up a single ragdoll. | |
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UPhysicsCollisionHandler | ||
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UPhysicsConstraintComponent | This is effectively a joint that allows you to connect 2 rigid bodies together. | |
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UPhysicsConstraintTemplate | ||
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UPhysicsHandleComponent | Utility object for moving physics objects around. | |
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UPhysicsObjectBlueprintLibrary | Copyright Epic Games, Inc. All Rights Reserved. | |
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UPhysicsSettings | Default physics settings. | |
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UPhysicsSpringComponent | Note: this component is still work in progress. | |
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UPhysicsThrusterComponent | Used with objects that have physics to apply a force down the negative-X direction ie. point X in the direction you want the thrust in. | |
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URadialForceComponent | Used to emit a radial force or impulse that can affect physics objects and or destructible objects. | |
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USkeletalBodySetup |
Enums
Type | Name | Description | |
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EAggCollisionShape::Type | ||
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EAngularDriveMode::Type | Copyright Epic Games, Inc. All Rights Reserved. | |
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EDOFMode::Type | ||
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ESettingsDOF::Type | ||
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ESettingsLockedAxis::Type |
Functions
Type | Name | Description | |
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void | ConstraintUtils::ConfigureAsBallAndSocket
(
FConstraintInstance& ConstraintInstance, |
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void | ConstraintUtils::ConfigureAsHinge
(
FConstraintInstance& ConstraintInstance, |
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void | ConstraintUtils::ConfigureAsPrismatic
(
FConstraintInstance& ConstraintInstance, |
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void | ConstraintUtils::ConfigureAsSkelJoint
(
FConstraintInstance& ConstraintInstance, |
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bool | ConstraintUtils::IsBallAndSocket
(
const FConstraintInstance& ConstraintInstance |
|
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bool | ConstraintUtils::IsHinge
(
const FConstraintInstance& ConstraintInstance |
|
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bool | ConstraintUtils::IsPrismatic
(
const FConstraintInstance& ConstraintInstance |
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bool | ConstraintUtils::IsSkelJoint
(
const FConstraintInstance& ConstraintInstance |