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API > API/Runtime > API/Runtime/GeometryCollectionEngine > API/Runtime/GeometryCollectionEngine/GeometryCollection
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UPrimitiveComponent
- UMeshComponent
- UGeometryCollectionComponent
References
| Module | GeometryCollectionEngine |
| Header | /Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Public/GeometryCollection/GeometryCollectionComponent.h |
| Include | #include "GeometryCollection/GeometryCollectionComponent.h" |
Syntax
class UGeometryCollectionComponent :
public UMeshComponent,
public IChaosNotifyHandlerInterface
Remarks
GeometryCollectionComponent
Variables
| Type | Name | Description | |
|---|---|---|---|
| FName | AbandonedCollisionProfileName | Whether abandoned particles on the client should continue to have collision (i.e. still be in the external/internal acceleration structure). | |
| bool | bAllowRemovalOnBreak | Allow removal on break for the instance if the rest collection has it enabled | |
| bool | bAllowRemovalOnSleep | Allow removal on sleep for the instance if the rest collection has it enabled | |
| int32 | BaseRigidBodyIndex | ||
| bool | bCrumblingEventIncludesChildren | If this and bNotifyCrumblings are true, the crumbling events will contain released children indices. | |
| bool | bEnableAbandonAfterLevel | Enables use of ReplicationAbandonAfterLevel to stop providing network updates to clients when the updated particle is of a level higher then specified. | |
| bool | bEnableDamageFromCollision | Whether or not collisions against this geometry collection will apply strain which could cause the geometry collection to fracture. | |
| bool | bEnableReplication | Per-instance override to enable/disable replication for the geometry collection | |
| bool | bEnableRunTimeDataCollection | ||
| bool | bForceMotionBlur | If ForceMotionBlur is on, motion blur will always be active, even if the GeometryCollection is at rest. | |
| bool | bGlobalCrumblingEventIncludesChildren | If this and bNotifyGlobalCrumblings are true, the crumbling events will contain released children indices. | |
| bool | bNotifyBreaks | If true, this component will generate breaking events that other systems may subscribe to. | |
| bool | bNotifyCollisions | If true, this component will generate collision events that other systems may subscribe to. | |
| bool | bNotifyCrumblings | If true, this component will generate crumbling events that other systems may subscribe to. | |
| bool | bNotifyGlobalBreaks | If true, this component will generate breaking events that will be listened by the global event relay. | |
| bool | bNotifyGlobalCollisions | If true, this component will generate collision events that will be listened by the global event relay. | |
| bool | bNotifyGlobalCrumblings | If true, this component will generate crumbling events that will be listened by the global event relay. | |
| bool | bNotifyGlobalRemovals | If true, this component will generate removal events that will be listened by the global event relay. | |
| bool | bNotifyRemovals | If true, this component will generate removal events that other systems may subscribe to. | |
| bool | bNotifyTrailing | If true, this component will generate trailing events that other systems may subscribe to. | |
| bool | bOverrideCustomRenderer | If true, CustomRendererType will be used. | |
| bool | bShowBoneColors | Display Bone Colors instead of assigned materials | |
| bool | bStoreVelocities | If true, this component will save linear and angular velocities on its DynamicCollection. | |
| bool | bUpdateNavigationInTick | ||
| bool | bUseRootProxyForNavigation | ||
| bool | bUseSizeSpecificDamageThreshold | Damage threshold for clusters at different levels. | |
| FGeomComponentCacheParameters | CacheParameters | ||
| bool | CachePlayback | ||
| TObjectPtr< AChaosSolverActor > | ChaosSolverActor | Chaos RBD Solver override. Will use the world's default solver actor if null. | |
| int32 | ClusterGroupIndex | Maximum level for cluster breaks. | |
| int32 | CollisionGroup | ||
| TArray< FName > | CollisionProfilePerLevel | A per-level collision profile name. | |
| TArray< FName > | CollisionProfilePerParticle | A per-particle collision profile name. | |
| float | CollisionSampleFraction | Fraction of collision sample particles to keep | |
| TObjectPtr< UGeometryCollectionExternalRenderInterface > | CustomRenderer | A custom renderer object created from CustomRenderType. | |
| TObjectPtr< UClass > | CustomRendererType | Custom class type that will be used to render the geometry collection instead of using the native rendering. | |
| EDamageModelTypeEnum | DamageModel | Damage model to use for evaluating destruction. | |
| FGeometryCollectionDamagePropagationData | DamagePropagationData | Data about how damage propagation shoudl behave. | |
| TArray< float > | DamageThreshold | ||
| float | DesiredCacheTime | ||
| TArray< bool > | DisabledFlags | Mirrored from the proxy on a sync TManagedArray |
|
| bool | EnableClustering | ||
| int32 | GravityGroupIndex | ||
| FVector | InitialAngularVelocity | ||
| TArray< TObjectPtr< const AFieldSystemActor > > | InitializationFields | ||
| ESimulationInitializationState | InitializationState | ||
| FVector | InitialLinearVelocity | ||
| EInitialVelocityTypeEnum | InitialVelocityType | ||
| int64 | LastAsyncPhysicsTickMs | The last time (in milliseconds) the async physics component tick fired. | |
| int32 | MaxClusterLevel | Maximum level for cluster breaks. | |
| int32 | MaxSimulatedLevel | The maximum level to create rigid bodies that could be simulated. | |
| FNotifyGeometryCollectionPhysicsLoadingStateChange | NotifyGeometryCollectionPhysicsLoadingStateChange | ||
| FNotifyGeometryCollectionPhysicsStateChange | NotifyGeometryCollectionPhysicsStateChange | ||
| int32 | NumParticlesAdded | ||
| EObjectStateTypeEnum | ObjectType | ObjectType defines how to initialize the rigid objects state, Kinematic, Sleeping, Dynamic. | |
| FOnChaosBreakEvent | OnChaosBreakEvent | ||
| FOnChaosCrumblingEvent | OnChaosCrumblingEvent | ||
| FOnChaosPhysicsCollision | OnChaosPhysicsCollision | ||
| FOnChaosRemovalEvent | OnChaosRemovalEvent | ||
| FOnGeometryCollectionPropertyChangedMulticaster | OnGeometryCollectionPropertyChanged | ||
| FOnChaosBreakEvent | OnRootBreakEvent | Todo(chaos) remove when no longer necessary | |
| FGeometryCollectionRepData | RepData | ||
| int32 | ReplicationAbandonAfterLevel | If replicating - the cluster level after which replication will not happen | |
| int32 | ReplicationMaxPositionAndVelocityCorrectionLevel | If replicating - the maximum level where clusters will have their position and velocity send over to the client for tracking and correcting When breaking, client will only receive the initial break velocity This helps save bandwidth where only the destruction state of the GC is to be replicated but the falling pieces do not need to be tracked precisely | |
| TObjectPtr< const UGeometryCollection > | RestCollection | ||
| TArray< FTransform > | RestTransforms | Optional transforms to initialize scene proxy if difference from the RestCollection. | |
| FGuid | RunTimeDataCollectionGuid | ||
| int32 | VersionProcessed |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UGeometryCollectionComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | ApplyAngularVelocity
(
int32 ItemIndex, |
Apply angular velocity on specific piece | |
| void | Apply default values from asset ( damage related data and physics material ) | ||
| void | ApplyBreakingAngularVelocity
(
int32 ItemIndex, |
Apply linear velocity on breaking pieces for a specific cluster If ItemIndex does not represent a cluster this will do nothing | |
| void | ApplyBreakingLinearVelocity
(
int32 ItemIndex, |
Apply linear velocity on breaking pieces for a specific cluster If ItemIndex does not represent a cluster this will do nothing | |
| void | ApplyExternalStrain
(
int32 ItemIndex, |
Apply an external strain to specific piece of the geometry collection | |
| void | ApplyInternalStrain
(
int32 ItemIndex, |
Apply an internal strain to specific piece of the geometry collection | |
| void | ApplyKinematicField
(
float Radius, |
SetDynamicState This function will dispatch a command to the physics thread to apply a kinematic to dynamic state change for the geo collection particles within the field. | |
| void | ApplyLinearVelocity
(
int32 ItemIndex, |
Apply linear velocity on specific piece | |
| void | ApplyPhysicsField
(
bool Enabled, |
AddPhysicsField This function will dispatch a command to the physics thread to apply a generic evaluation of a user defined transient field network. | |
| void | |||
| void | |||
| FBox | ComputeBounds
(
const FTransform& LocalToWorldWithScale |
||
| FBox | ComputeBoundsFromComponentSpaceTransforms
(
const FTransform& LocalToWorldWithScale, |
||
| TArray< UStaticMeshComponent * > | |||
| void | Crumbe active clusters for this entire geometry collection this will apply to internal and regular clusters | ||
| void | CrumbleCluster
(
int32 ItemIndex |
Crumbe a cluster into all its pieces | |
| void | DispatchBreakEvent
(
const FChaosBreakEvent& Event |
||
| void | DispatchCrumblingEvent
(
const FChaosCrumblingEvent& Event |
||
| void | DispatchFieldCommand
(
const FFieldSystemCommand& InCommand |
Issue a field command for the physics thread | |
| void | DispatchRemovalEvent
(
const FChaosRemovalEvent& Event |
||
| FScopedColorEdit | EditBoneSelection
(
bool bForceUpdate |
||
| FGeometryCollectionEdit | EditRestCollection
(
GeometryCollection::EEditUpdate EditUpdate, |
||
| int32 | EmbeddedIndexToTransformIndex
(
const UInstancedStaticMeshComponent* ISMComponent, |
||
| void | EnableTransformSelectionMode
(
bool bEnable |
Enable/disable the scene proxy per transform selection mode. | |
| void | Force render after constant data changes (such as visibility, or hitproxy subsections). | ||
| void | Force render after dynamic data changes (such as transforms). Will also work while paused. | ||
| const TManagedArray< FLinearColor > & | |||
| TManagedArray< FLinearColor > & | |||
| const TManagedArray< FLinearColor > & | |||
| void | GetBoneColors
(
TArray< FColor >& OutColors |
||
| const TManagedArray< int32 > & | |||
| TManagedArray< int32 > & | |||
| const TManagedArray< int32 > & | |||
| const TManagedArray< FString > & | Transform group | ||
| TManagedArray< FString > & | |||
| const TManagedArray< FString > & | |||
| const int | |||
| const TManagedArray< FBox > & | |||
| TManagedArray< FBox > & | |||
| const TManagedArray< FBox > & | |||
| const TManagedArray< TSet< int32 > > & | |||
| TManagedArray< TSet< int32 > > & | |||
| const TManagedArray< TSet< int32 > > & | |||
| const TManagedArray< FLinearColor > & | |||
| TManagedArray< FLinearColor > & | |||
| const TManagedArray< FLinearColor > & | |||
| const TArray< FTransform > | |||
| TArray< float > | |||
| FString | GetDebugInfo () |
RestCollection | |
| const TArray< bool > & | |||
| FGeometryDynamicCollection * | |||
| const FGeometryDynamicCollection * | |||
| bool | |||
| const TManagedArray< int32 > & | |||
| TManagedArray< int32 > & | |||
| const TManagedArray< int32 > & | |||
| const TManagedArray< int32 > & | |||
| TManagedArray< int32 > & | |||
| const TManagedArray< int32 > & | |||
| const TManagedArray< int32 > & | |||
| TManagedArray< int32 > & | |||
| const TManagedArray< int32 > & | |||
| void | GetHiddenTransforms
(
TArray< bool >& OutHiddenTransforms |
||
| const TArray< int32 > & | |||
| const TManagedArray< FIntVector > & | Faces Group | ||
| TManagedArray< FIntVector > & | |||
| const TManagedArray< FIntVector > & | |||
| void | GetInitializationCommands
(
TArray< FFieldSystemCommand >& CombinedCommmands |
Combine the commands from the input field assets | |
| int32 | GetInitialLevel
(
int32 ItemIndex |
Get the initial level of a specific piece Initial level means the level as it is in the unbroken state | |
| TArray< FTransform > | Get the initial rest transforms in component (local) space space, they are the transforms as defined in the rest collection asset | ||
| FPhysScene_Chaos * | |||
| const TManagedArray< float > & | |||
| TManagedArray< float > & | |||
| const TManagedArray< float > & | |||
| const TManagedArray< bool > & | |||
| TManagedArray< bool > & | |||
| const TManagedArray< bool > & | |||
| bool | |||
| bool | |||
| bool | |||
| FBox | Get local bounds of the geometry collection | ||
| void | GetMassAndExtents
(
int32 ItemIndex, |
Get mass and extent of a specific piece | |
| const TManagedArray< int32 > & | |||
| TManagedArray< int32 > & | |||
| const TManagedArray< int32 > & | |||
| const TManagedArray< int32 > & | |||
| TManagedArray< int32 > & | |||
| const TManagedArray< int32 > & | |||
| const TManagedArray< FVector3f > & | |||
| TManagedArray< FVector3f > & | |||
| const TManagedArray< FVector3f > & | |||
| bool | |||
| int32 | GetNumElements
(
FName Group |
API for getting at geometry collection data | |
| const TManagedArray< float > & | |||
| TManagedArray< float > & | |||
| const TManagedArray< float > & | |||
| const TManagedArray< int32 > & | |||
| TManagedArray< int32 > & | |||
| const TManagedArray< int32 > & | |||
| UPhysicalMaterial * | Gets the physical material to use for this geometry collection, taking into account instance overrides and render materials | ||
| const FGeometryCollectionPhysicsProxy * | |||
| FGeometryCollectionPhysicsProxy * | |||
| AChaosSolverActor * | |||
| const UGeometryCollection * | |||
| void | GetRestTransforms
(
TArray< FMatrix44f >& OutRestTransforms |
||
| FTransform | Get the root item current world transform | ||
| int32 | GetRootIndex () |
Get the root item index of the hierarchy | |
| FTransform | Get the root item initial transform in world space | ||
| const FDamageCollector * | |||
| const TManagedArray< FGeometryCollectionSection > & | Material Group | ||
| TManagedArray< FGeometryCollectionSection > & | |||
| const TManagedArray< FGeometryCollectionSection > & | |||
| const TArray< int32 > & | |||
| bool | |||
| const TManagedArray< int32 > & | |||
| TManagedArray< int32 > & | |||
| const TManagedArray< int32 > & | |||
| Chaos::FPhysicsSolver * | GetSolver
(
const UGeometryCollectionComponent& GeometryCollectionComponent |
||
| const TManagedArray< int32 > & | |||
| TManagedArray< int32 > & | |||
| const TManagedArray< int32 > & | |||
| bool | |||
| const TManagedArray< FVector3f > & | |||
| TManagedArray< FVector3f > & | |||
| const TManagedArray< FVector3f > & | |||
| const TManagedArray< FVector3f > & | |||
| TManagedArray< FVector3f > & | |||
| const TManagedArray< FVector3f > & | |||
| const TManagedArray< FTransform > & | |||
| TManagedArray< FTransform > & | |||
| const TManagedArray< FTransform > & | |||
| const TManagedArray< int32 > & | Geometry Group | ||
| TManagedArray< int32 > & | |||
| const TManagedArray< int32 > & | |||
| const TManagedArray< int32 > & | |||
| TManagedArray< int32 > & | |||
| const TManagedArray< int32 > & | |||
| const TManagedArray< FVector3f > & | Declare all the methods. | ||
| TManagedArray< FVector3f > & | |||
| const TManagedArray< FVector3f > & | |||
| const TManagedArray< int32 > & | |||
| TManagedArray< int32 > & | |||
| const TManagedArray< int32 > & | |||
| const TManagedArray< int32 > & | |||
| TManagedArray< int32 > & | |||
| const TManagedArray< int32 > & | |||
| const TManagedArray< bool > & | |||
| TManagedArray< bool > & | |||
| const TManagedArray< bool > & | |||
| FGeometryCollectionDynamicData * | InitDynamicData
(
bool bInitialization |
Populate the dynamic particle data for the render thread. | |
| void | Update component structure to reflect any changes to the embedded geometry | ||
| void | NotifyBreak
(
const FChaosBreakEvent& Event |
Overrideable native notification | |
| void | NotifyRemoval
(
const FChaosRemovalEvent& Event |
Overrideable native notification | |
| void | Called post solve to allow authoritative components to update their replication data | ||
| bool | ProcessRepData
(
float DeltaTime, |
||
| void | ReceivePhysicsCollision
(
const FChaosPhysicsCollisionInfo& CollisionInfo |
||
| void | Update instanced static mesh components to reflect internal embedded geometry state. | ||
| void | |||
| void | |||
| FDelegateHandle | RegisterOnGeometryCollectionPropertyChanged
(
const FOnGeometryCollectionPropertyChanged& Delegate |
Register / Unregister delegates called when the skeletal mesh property is changed | |
| void | This will remove anchors on all the pieces ( including the static and kinematic initial states ones ) of the geometry colection | ||
| void | |||
| void | Force all GC components to reregister their custom renderer objects. | ||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | Reset the dynamic collection from the current rest state. | ||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | ResetRepData () |
Clear all rep data, this is required if the physics proxy has been recreated | |
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | Propagate bone selection to embedded geometry components. | ||
| void | SetAbandonedParticleCollisionProfileName
(
FName CollisionProfile |
||
| void | SetAnchoredByBox
(
FBox WorldSpaceBox, |
Set all pieces within a world space bounding box to be anchored or not | |
| void | SetAnchoredByIndex
(
int32 Index, |
Set a piece or cluster to be anchored or not | |
| void | SetAnchoredByTransformedBox
(
FBox Box, |
Set all pieces within a world transformed bounding box to be anchored or not | |
| void | SetDamageThreshold
(
const TArray< float >& InDamageThreshold |
||
| void | SetDynamicState
(
const Chaos::EObjectStateType& NewDynamicState |
Set the dynamic state for all bodies in the DynamicCollection. | |
| void | SetEmbeddedGeometrySelectable
(
bool bSelectableIn |
||
| void | SetEnableDamageFromCollision
(
bool bValue |
||
| void | SetInitialClusterBreaks
(
const TArray< int32 >& ReleaseIndices |
Modify DynamicCollection transform hierarchy to effect cluster breaks releasing the specified indices. | |
| void | SetInitialTransforms
(
const TArray< FTransform >& InitialTransforms |
Set transforms for all bodies in the DynamicCollection. | |
| void | SetLocalRestTransforms
(
const TArray< FTransform >& Transforms, |
Set the local rest transform, this may be different from the rest collection If the geometry collection is already simulating those matrices will be overriden by the physics state updates | |
| void | SetNotifyBreaks
(
bool bNewNotifyBreaks |
Changes whether or not this component will get future break notifications. | |
| void | SetNotifyCrumblings
(
bool bNewNotifyCrumblings, |
Changes whether or not this component will get future crumbling notifications. | |
| void | SetNotifyGlobalBreaks
(
bool bNewNotifyGlobalBreaks |
Changes whether or not this component will get future global break notifications. | |
| void | SetNotifyGlobalCollision
(
bool bNewNotifyGlobalCollisions |
Changes whether or not this component will get future global collision notifications. | |
| void | SetNotifyGlobalCrumblings
(
bool bNewNotifyGlobalCrumblings, |
Changes whether or not this component will get future global crumbling notifications. | |
| void | SetNotifyGlobalRemovals
(
bool bNewNotifyGlobalRemovals |
Changes whether or not this component will get future global removal notifications. | |
| void | SetNotifyRemovals
(
bool bNewNotifyRemovals |
Changes whether or not this component will get future removal notifications. | |
| void | SetPerLevelCollisionProfileNames
(
const TArray< FName >& ProfileNames |
||
| void | SetPerParticleCollisionProfileName
(
const TArray< int32 >& BoneIds, |
||
| void | |||
| void | SetRestCollection
(
const UGeometryCollection* RestCollectionIn, |
RestCollection | |
| void | SetRestState
(
TArray< FTransform >&& InRestTransforms |
#todo should this only be available in editor? | |
| void | SetShowBoneColors
(
bool ShowBoneColorsIn |
||
| void | |||
| void | |||
| void | Update cached bounds; used e.g. when updating the exploded view of the geometry collection. | ||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void |
Overridden from UMeshComponent
| Type | Name | Description | |
|---|---|---|---|
| FMaterialRelevance | GetMaterialRelevance
(
ERHIFeatureLevel::Type InFeatureLevel |
Accesses the scene relevance information for the materials applied to the mesh. |
Overridden from UPrimitiveComponent
| Type | Name | Description | |
|---|---|---|---|
| void | Add a force to a single rigid body. | ||
| void | AddForceAtLocation
(
FVector Force, |
Add a force to a single rigid body at a particular location in world space. | |
| void | AddImpulse
(
FVector Impulse, |
Add an impulse to a single rigid body. Good for one time instant burst. | |
| void | AddImpulseAtLocation
(
FVector Impulse, |
Add an impulse to a single rigid body at a specific location. | |
| void | AddRadialForce
(
FVector Origin, |
Add a force to all bodies in this component, originating from the supplied world-space location. | |
| void | AddRadialImpulse
(
FVector Origin, |
Add an impulse to all rigid bodies in this component, radiating out from the specified position. | |
| void | AddTorqueInRadians
(
FVector Torque, |
Add a torque to a single rigid body. | |
| bool | Determines whether or not the simulate physics setting can be edited interactively on this component | ||
| FPrimitiveSceneProxy * | Creates a proxy to represent the primitive to the scene manager in the rendering thread. | ||
| bool | DoCustomNavigableGeometryExport
(
FNavigableGeometryExport& GeomExport |
Collects custom navigable geometry of component. | |
| FBodyInstance * | GetBodyInstance
(
FName BoneName, |
Returns BodyInstance of the component. | |
| UMaterialInterface * | GetMaterial
(
int32 ElementIndex |
Returns the material used by the element at the specified index | |
| int32 | Return number of material elements in this primitive | ||
| void | GetUsedMaterials
(
TArray< UMaterialInterface* >& OutMaterials, |
Retrieves the materials used in this component | |
| void | SetCollisionObjectType
(
ECollisionChannel Channel |
Changes the collision channel that this object uses when it moves | |
| void | SetNotifyRigidBodyCollision
(
bool bNewNotifyRigidBodyCollision |
Changes the value of bNotifyRigidBodyCollision | |
| void | SetSimulatePhysics
(
bool bSimulate |
Sets whether or not a single body should use physics simulation, or should be 'fixed' (kinematic). |
Overridden from USceneComponent
| Type | Name | Description | |
|---|---|---|---|
| FBoxSphereBounds | CalcBounds
(
const FTransform& LocalToWorld |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. | |
| FBoxSphereBounds | Calculate the local bounds of the component. | ||
| bool | DoesSocketExist
(
FName InSocketName |
Return true if socket with the given name exists | |
| FTransform | GetSocketTransform
(
FName InSocketName, |
Get world-space socket transform. | |
| bool | Returns true if this component has any sockets | ||
| void | Overridable internal function to respond to changes in the hidden in game value of the component. | ||
| void | OnUpdateTransform
(
EUpdateTransformFlags UpdateTransformFlags, |
Native callback when this component is moved | |
| void | QuerySupportedSockets
(
TArray< FComponentSocketDescription >& OutSockets |
Get a list of sockets this component contains |
Overridden from UActorComponent
| Type | Name | Description | |
|---|---|---|---|
| void | AsyncPhysicsTickComponent
(
float DeltaTime, |
Override this function to implement custom logic to be executed every physics step. | |
| void | BeginPlay () |
Used to detach physics objects before simulation begins. | |
| void | CreateRenderState_Concurrent
(
FRegisterComponentContext* Context |
Used to create any rendering thread information for this component | |
| void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Ends gameplay for this component. | |
| bool | Used to check that DestroyPhysicsState() is working correctly | ||
| void | Initializes the component. | ||
| bool | Override to specify that a component is relevant to the HLOD generation. | ||
| void | Called on each component when the Actor's bEnableCollisionChanged flag changes | ||
| void | Used to create any physics engine information for this component | ||
| void | Used to shut down and physics engine structure for this component | ||
| void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | |
| void | OnUnregister () |
Called when a component is unregistered. | |
| void | Called to send dynamic data for this component to the rendering thread | ||
| bool | Return true if CreatePhysicsState() should be called. | ||
| void | TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
Returns properties that are replicated for the lifetime of the actor channel | |
| void | GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific). | |
| void | PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
This alternate version of PostEditChange is called when properties inside structs are modified. | |
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
Overridden from IPhysicsComponent
| Type | Name | Description | |
|---|---|---|---|
| TArray< Chaos::FPhysicsObject * > | |||
| Chaos::FPhysicsObjectId | GetIdFromGTParticle
(
Chaos::FGeometryParticle* Particle |
||
| Chaos::FPhysicsObject * | |||
| Chaos::FPhysicsObject * | GetPhysicsObjectByName
(
const FName& Name |
Overridden from IChaosNotifyHandlerInterface
| Type | Name | Description | |
|---|---|---|---|
| void | DispatchChaosPhysicsCollisionBlueprintEvents
(
const FChaosPhysicsCollisionInfo& CollisionInfo |
Implementing classes should override to dispatch whatever blueprint events they choose to offer |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FNotifyGeometryCollectionPhysicsLoadingStateChange | |||
| FNotifyGeometryCollectionPhysicsStateChange | Blueprint event |
Typedefs
| Name | Description |
|---|---|
| FOnGeometryCollectionPropertyChanged | |
| FOnGeometryCollectionPropertyChangedMulticaster |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| float | AngularEtherDrag_DEPRECATED | Uniform angular ether drag. | |
| bool | bAutoAssignISMPool_DEPRECATED | Deprecated for CustomRendererType. | |
| EClusterConnectionTypeEnum | ClusterConnectionType_DEPRECATED | ||
| TObjectPtr< AGeometryCollectionISMPoolActor > | ISMPool_DEPRECATED | Deprecated for CustomRendererType. | |
| float | LinearEtherDrag_DEPRECATED | Uniform linear ether drag. | |
| TObjectPtr< const UChaosPhysicalMaterial > | PhysicalMaterial_DEPRECATED | Physical Properties | |
| TObjectPtr< UPhysicalMaterial > | PhysicalMaterialOverride_DEPRECATED | ||
| int32 | ReplicationAbandonClusterLevel_DEPRECATED | If replicating - the cluster level to stop sending corrections for geometry collection chunks. | |
| bool | Simulating_DEPRECATED |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| FBox | ComputeBounds
(
const FMatrix& LocalToWorldWithScale |
Use FTransform version of ComputeBounds instead | |
| FBox | ComputeBoundsFromGlobalMatrices
(
const FMatrix& LocalToWorldWithScale, |
Use ComputeBoundsFromComponentSpaceTransforms instead | |
| TArray< FMatrix > | Use GetComponentSpaceTransforms instead | ||
| void | The argument-free version of ProcessRepData will be removed. Please use the version which takes DeltaTime and SimTime instead. |