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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
| Name | UFieldSystemComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Experimental/FieldSystem/Source/FieldSystemEngine/Public/Field/FieldSystemComponent.h |
| Include Path | #include "Field/FieldSystemComponent.h" |
Syntax
UCLASS (Meta=(BlueprintSpawnableComponent), MinimalAPI)
class UFieldSystemComponent : public UPrimitiveComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UFieldSystemComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UFieldSystemComponent
(
const FObjectInitializer& ObjectInitializer |
Field/FieldSystemComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsChaosField | bool | If enabled the field will be used by all the chaos solvers | Field/FieldSystemComponent.h |
|
| bIsWorldField | bool | If enabled the field will be pushed to the world fields and will be available to materials and niagara | Field/FieldSystemComponent.h |
|
| BufferCommands | FFieldObjectCommands | List of all the buffer command | Field/FieldSystemComponent.h | |
| ConstructionCommands | FFieldObjectCommands | List of all the construction command | Field/FieldSystemComponent.h | |
| FieldSystem | TObjectPtr< UFieldSystem > | Field system asset to be used to store the construction fields | Field/FieldSystemComponent.h |
|
| SupportedSolvers | TArray< TSoftObjectPtr< AChaosSolverActor > > | List of solvers this field will affect. An empty list makes this field affect all solvers. | Field/FieldSystemComponent.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddFieldCommand
(
bool Enabled, |
AddConstructionField This function will dispatch a command to the physics thread to apply a generic evaluation of a user defined field network. | Field/FieldSystemComponent.h |
|
void AddPersistentField
(
bool Enabled, |
AddPersistentField This function will dispatch a command to the physics thread to apply a generic evaluation of a user defined field network. | Field/FieldSystemComponent.h |
|
void ApplyLinearForce
(
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. | Field/FieldSystemComponent.h |
|
void ApplyPhysicsField
(
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. | Field/FieldSystemComponent.h |
|
void ApplyRadialForce
(
bool Enabled, |
ApplyRadialForce This function will dispatch a command to the physics thread to apply a linear force that points away from a position. | Field/FieldSystemComponent.h |
|
void ApplyRadialVectorFalloffForce
(
bool Enabled, |
FalloffRadialForce This function will dispatch a command to the physics thread to apply a linear force from a position in space. | Field/FieldSystemComponent.h |
|
void ApplyStayDynamicField
(
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. | Field/FieldSystemComponent.h |
|
void ApplyStrainField
(
bool Enabled, |
ApplyExternalStran This function will dispatch a command to the physics thread to apply a strain field on a clustered set of geometry. | Field/FieldSystemComponent.h |
|
void ApplyUniformVectorFalloffForce
(
bool Enabled, |
FalloffUniformForce This function will dispatch a command to the physics thread to apply a linear force in a uniform direction. | Field/FieldSystemComponent.h |
|
const TArray< FFieldSystemCommand > & GetConstructionFields() |
Get all the construction fields | Field/FieldSystemComponent.h | |
const UFieldSystem * GetFieldSystem() |
Get the field system asset | Field/FieldSystemComponent.h | |
void RemovePersistentFields() |
RemovePersistentFields This function will remove all the field component persistent fields from chaos and from the world | Field/FieldSystemComponent.h |
|
void ResetFieldSystem() |
RemoveConstructionFields This function will remove all the field component construction fields from chaos and from the world | Field/FieldSystemComponent.h |
|
void SetFieldSystem
(
UFieldSystem* FieldSystemIn |
Set the field system asset | Field/FieldSystemComponent.h |
Overridden from UPrimitiveComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPrimitiveSceneProxy * CreateSceneProxy() |
Field/FieldSystemComponent.h |
Overridden from USceneComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool HasAnySockets() |
Field/FieldSystemComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BuildFieldCommand
(
bool Enabled, |
Build a physics field command and dispatch it | Field/FieldSystemComponent.h | |
void ClearFieldCommands() |
Remove the persistent commands from chaos/world | Field/FieldSystemComponent.h | |
void DispatchFieldCommand
(
const FFieldSystemCommand& InCommand, |
Dispatch the field command to chaos/world | Field/FieldSystemComponent.h | |
TSet< FPhysScene_Chaos * > GetPhysicsScenes() |
Get ell ethe supported physics scenes | Field/FieldSystemComponent.h | |
TArray< Chaos::FPhysicsSolverBase * > GetPhysicsSolvers() |
Get ell the supported physics solvers | Field/FieldSystemComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool HasValidPhysicsState() |
Field/FieldSystemComponent.h | ||
virtual void OnCreatePhysicsState() |
Field/FieldSystemComponent.h | ||
virtual void OnDestroyPhysicsState() |
Field/FieldSystemComponent.h | ||
virtual bool ShouldCreatePhysicsState() |
Field/FieldSystemComponent.h |