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API > API/Runtime > API/Runtime/FieldSystemEngine > API/Runtime/FieldSystemEngine/Field
Inheritance Hierarchy
- UPrimitiveComponent
- UFieldSystemComponent
References
| Module | FieldSystemEngine |
| Header | /Engine/Source/Runtime/Experimental/FieldSystem/Source/FieldSystemEngine/Public/Field/FieldSystemComponent.h |
| Include | #include "Field/FieldSystemComponent.h" |
Syntax
UCLASS (Meta=(BlueprintSpawnableComponent), MinimalAPI)
class UFieldSystemComponent : public UPrimitiveComponent
Remarks
UENUM(BlueprintType) enum class EChaosObjectType Chaos_Destruction UMETA(DisplayName = "Set Always", ToolTip = "The particle output value will be equal to Interior-value if the particle position is inside a sphere / Exterior-value otherwise."), Chaos_Rigid,
Chaos_Rban UMETA(DisplayName = "Merge Interior", ToolTip = "The particle output value will be equal to Interior-value if the particle position is inside the sphere or if the particle input value is already Interior-Value / Exterior-value otherwise."), Chaos_Cloth UMETA(DisplayName = "Merge Exterior", ToolTip = "The particle output value will be equal to Exterior-value if the particle position is outside the sphere or if the particle input value is already Exterior-Value / Interior-value otherwise."), //~~~ //256th entry Chaos_Objects_Max UMETA(Hidden) FieldSystemComponent
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bHasPhysicsState | Boolean to check that the physics state has been built | |
| bool | bIsChaosField | If enabled the field will be used by all the chaos solvers | |
| bool | bIsWorldField | If enabled the field will be pushed to the world fields and will be available to materials and niagara | |
| FFieldObjectCommands | BufferCommands | List of all the buffer command | |
| FChaosSolversModule * | ChaosModule | Chaos module linked to that component | |
| TArray< FFieldSystemCommand > | ChaosPersistentFields | List of all the chaos peristent fields | |
| FFieldObjectCommands | ConstructionCommands | List of all the construction command | |
| TObjectPtr< UFieldSystem > | FieldSystem | Field system asset to be used to store the construction fields | |
| TArray< FFieldSystemCommand > | SetupConstructionFields | List of all the field used to setup chaos (anchor...) | |
| TArray< TSoftObjectPtr< AChaosSolverActor > > | SupportedSolvers | List of solvers this field will affect. An empty list makes this field affect all solvers. | |
| TArray< FFieldSystemCommand > | WorldCPUPersistentFields | List of the world CPU peristent fields created by this field component | |
| TArray< FFieldSystemCommand > | WorldGPUPersistentFields | List of the world GPU peristent fields created by this field component |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UFieldSystemComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddFieldCommand
(
UPARAM(DisplayName="Enable Field") bool Enabled, |
AddConstructionField This function will dispatch a command to the physics thread to apply a generic evaluation of a user defined field network. | |
| void | AddPersistentField
(
UPARAM(DisplayName="Enable Field") bool Enabled, |
AddPersistentField This function will dispatch a command to the physics thread to apply a generic evaluation of a user defined field network. | |
| void | ApplyLinearForce
(
UPARAM(DisplayName="Enable Field") bool Enabled, |
ApplyUniformForce This function will dispatch a command to the physics thread to apply a uniform linear force on each particle within the simulation. | |
| void | ApplyPhysicsField
(
UPARAM(DisplayName="Enable Field") bool Enabled, |
AddTransientField This function will dispatch a command to the physics thread to apply a generic evaluation of a user defined transient field network. | |
| void | ApplyRadialForce
(
UPARAM(DisplayName="Enable Field") bool Enabled, |
ApplyRadialForce This function will dispatch a command to the physics thread to apply a linear force that points away from a position. | |
| void | ApplyRadialVectorFalloffForce
(
UPARAM(DisplayName="Enable Field") bool Enabled, |
FalloffRadialForce This function will dispatch a command to the physics thread to apply a linear force from a position in space. | |
| void | ApplyStayDynamicField
(
UPARAM(DisplayName="Enable Field") bool Enabled, |
SetDynamicState This function will dispatch a command to the physics thread to apply a kinematic to dynamic state change for the particles within the field. | |
| void | ApplyStrainField
(
UPARAM(DisplayName="Enable Field") bool Enabled, |
ApplyExternalStran This function will dispatch a command to the physics thread to apply a strain field on a clustered set of geometry. | |
| void | ApplyUniformVectorFalloffForce
(
UPARAM(DisplayName="Enable Field") bool Enabled, |
FalloffUniformForce This function will dispatch a command to the physics thread to apply a linear force in a uniform direction. | |
| void | BuildFieldCommand
(
bool Enabled, |
Build a physics field command and dispatch it | |
| void | Remove the persistent commands from chaos/world | ||
| FPrimitiveSceneProxy * | |||
| void | DispatchFieldCommand
(
const FFieldSystemCommand& InCommand, |
Dispatch the field command to chaos/world | |
| const TArray< FFieldSystemCommand > & | Get all the construction fields | ||
| const UFieldSystem * | Get the field system asset | ||
| TSet< FPhysScene_Chaos * > | Get ell ethe supported physics scenes | ||
| TArray< Chaos::FPhysicsSolverBase * > | Get ell the supported physics solvers | ||
| bool | |||
| bool | |||
| void | |||
| void | |||
| void | RemovePersistentFields This function will remove all the field component persistent fields from chaos and from the world | ||
| void | RemoveConstructionFields This function will remove all the field component construction fields from chaos and from the world | ||
| void | SetFieldSystem
(
UFieldSystem* FieldSystemIn |
Set the field system asset | |
| bool |