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Unreal Engine C++ API Reference > Runtime > Engine > PhysicsField
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UPhysicsFieldComponent
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/PhysicsField/PhysicsFieldComponent.h |
Include | #include "PhysicsField/PhysicsFieldComponent.h" |
Syntax
class UPhysicsFieldComponent : public USceneComponent
Remarks
PhysicsFieldComponent
Variables
Type | Name | Description | |
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TArray< FFieldSystemCommand >[(uint8)(EFieldCommandBuffer::NumFieldBuffers)] | ConstructionCommands | List of all the field construction commands in the world |
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FPhysicsFieldInstance * | DebugInstance | The instance of the CPU field system. |
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FPhysicsFieldInstance * | FieldInstance | The instance of the GPU field system. |
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FPhysicsFieldSceneProxy * | FieldProxy | Scene proxy to be sent to the render thread. |
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TArray< FFieldSystemCommand >[(uint8)(EFieldCommandBuffer::NumFieldBuffers)] | PersistentCommands | List of all the field persistent commands in the world |
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TArray< FFieldSystemCommand >[(uint8)(EFieldCommandBuffer::NumFieldBuffers)] | TransientCommands | List of all the field transient commands in the world |
Constructors
Type | Name | Description | |
---|---|---|---|
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PhysicsFieldComponent |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddConstructionCommand
(
const FFieldSystemCommand& FieldCommand |
Add the construction field command |
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void | AddPersistentCommand
(
const FFieldSystemCommand& FieldCommand, |
Add the persistent field command |
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void | AddTransientCommand
(
const FFieldSystemCommand& FieldCommand, |
Add the transient field command |
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void | BuildCommandBounds
(
FFieldSystemCommand& FieldCommand |
Build the command bounds |
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void | FillPersistentCommands
(
const bool bIsWorldField, |
Fill the persistent commands intersecting the bounding box from the physics field |
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void | FillTransientCommands
(
const bool bIsWorldField, |
Fill the transient commands intersecting the bounding box from the physics field |
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void | RemovePersistentCommand
(
const FFieldSystemCommand& FieldCommand, |
Remove the persistent field command |
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void | RemoveTransientCommand
(
const FFieldSystemCommand& FieldCommand, |
Remove the transient field command |
Overridden from UActorComponent
Type | Name | Description | |
---|---|---|---|
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void | CreateRenderState_Concurrent
(
FRegisterComponentContext* Context |
Used to create any rendering thread information for this component |
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void | Used to shut down any rendering thread structure for this component | |
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void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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void | OnUnregister () |
Called when a component is unregistered. |
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void | Called to send dynamic data for this component to the rendering thread | |
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void | TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. |