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API > API/Runtime > API/Runtime/GeometryCollectionEngine > API/Runtime/GeometryCollectionEngine/GeometryCollection
Inheritance Hierarchy
- UMeshComponent
- IChaosNotifyHandlerInterface
- UGeometryCollectionComponent
References
| Module | GeometryCollectionEngine |
| Header | /Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Public/GeometryCollection/GeometryCollectionComponent.h |
| Include | #include "GeometryCollection/GeometryCollectionComponent.h" |
Syntax
UCLASS (Meta=(BlueprintSpawnableComponent), MinimalAPI)
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 | |
| bool | bAlreadyFullyDecayed | ||
| int32 | BaseRigidBodyIndex | ||
| bool | bCrumblingEventIncludesChildren | If this and bNotifyCrumblings are true, the crumbling events will contain released children indices. | |
| uint8: 1 | bCustomRendererCanUseNativeFallback | Custom renderer flag to specify if custom renderer can ever require native fallback. | |
| uint8: 1 | bCustomRendererShouldUseNativeFallback | Custom renderer flag to specify if custom renderer should use native fallback. | |
| bool | bDensityFromPhysicsMaterial | When true, density will be used to compute mass using the assigned physics material | |
| 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 | ||
| uint8: 1 | bForceBrokenForCustomRenderer | Force the broken state for custom renderer rendering. | |
| bool | bForceMotionBlur | If ForceMotionBlur is on, motion blur will always be active, even if the GeometryCollection is at rest. | |
| uint8: 1 | bForceNativeRenderer | Force native geometry collection rendering. This is used in the editor fracture mode. | |
| bool | bForceUpdateActiveTransforms | Update transforms of active particles even when they are not moving. | |
| bool | bGlobalCrumblingEventIncludesChildren | If this and bNotifyGlobalCrumblings are true, the crumbling events will contain released children indices. | |
| bool | bIsCurrentlyNavigationRelevant | ||
| 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 | bUpdateComponentTransformToRootBone | Relocate the component so that the original offset to the root bone is maintained This only works when the root bone is moving whole being dynamically simulated Note: Once the root element is broken, the component will no longer update its position | |
| uint8: 1 | bUpdateCustomRendererOnPostPhysicsSync | Whether to refresh the custom renderer on physics updates. | |
| bool | bUpdateNavigationInTick | ||
| bool | bUseMaterialDamageModifiers | When on , use the modifiers on the material to adjust the user defined damage threshold values | |
| bool | bUseRootProxyForNavigation | ||
| bool | bUseSizeSpecificDamageThreshold | Damage threshold for clusters at different levels. | |
| bool | bUseStaticMeshCollisionForTraces | Todo(chaos): Remove the ability to change this at runtime, as we'll want to use this at cook time instead | |
| 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 | |
| TScriptInterface< IGeometryCollectionExternalRenderInterface > | 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 |
|
| int32 | DynamicRepDataVersionProcessed | ||
| 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 | ||
| int32 | OneWayInteractionLevel | All bodies with a level greater than or equal to this will have One-Way Interaction enabled and act like debris (will not apply forces to non-debris bodies) Set to -1 to disable (no bodies will have One-Way Interaction enabled) | |
| FOnGeometryCollectionFullyDecayedEvent | OnFullyDecayedEvent | ||
| FOnGeometryCollectionPropertyChangedMulticaster | OnGeometryCollectionPropertyChanged | ||
| FOnChaosBreakEvent | OnRootBreakEvent | Todo(chaos) remove when no longer necessary | |
| FOnGeometryCollectionRootMovedEvent | OnRootMovedEvent | ||
| FOnGeometryCollectionRootMovedNativeEvent | OnRootMovedNativeEvent | ||
| FGeometryCollectionRepData | RepData | ||
| FGeometryCollectionRepDynamicData | RepDynamicData | ||
| 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 | |
| FGeometryCollectionRepStateData | RepStateData | ||
| 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 | |||
| void | AddForceAtLocation
(
FVector Force, |
||
| void | AddImpulse
(
FVector Impulse, |
||
| void | AddImpulseAtLocation
(
FVector Impulse, |
||
| void | AddRadialForce
(
FVector Origin, |
||
| void | AddRadialImpulse
(
FVector Origin, |
||
| void | AddTorqueInRadians
(
FVector Torque, |
||
| 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
(
UPARAM(DisplayName="Field Radius") 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
(
UPARAM(DisplayName="Enable Field") 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 | AsyncPhysicsTickComponent
(
float DeltaTime, |
||
| void | BeginPlay () |
||
| FBoxSphereBounds | CalcBounds
(
const FTransform& LocalToWorld |
||
| FBoxSphereBounds | |||
| void | |||
| float | CalculateMass
(
FName BoneName |
Returns the calculated mass in kg. | |
| bool | CanBeUsedInPhysicsReplication
(
const FName BoneName |
||
| bool | |||
| void | |||
| void | Clear all the root proxies local transforms - all proxies will now have the same default transform | ||
| void | CollectPSOPrecacheData
(
const FPSOPrecacheParams& BasePrecachePSOParams, |
Collect all the PSO precache data used by the geometry collection | |
| FBox | ComputeBounds
(
const FTransform& LocalToWorldWithScale |
||
| FBox | ComputeBounds
(
const FMatrix& LocalToWorldWithScale |
||
| FBox | ComputeBoundsFromComponentSpaceTransforms
(
const FTransform& LocalToWorldWithScale, |
||
| FBox | ComputeBoundsFromComponentSpaceTransforms
(
const FTransform& LocalToWorldWithScale, |
||
| FBox | ComputeBoundsFromGlobalMatrices
(
const FMatrix& LocalToWorldWithScale, |
||
| void | CreateRenderState_Concurrent
(
FRegisterComponentContext* Context |
||
| FPrimitiveSceneProxy * | |||
| 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 |
||
| bool | DoCustomNavigableGeometryExport
(
FNavigableGeometryExport& GeomExport |
||
| bool | DoesSocketExist
(
FName InSocketName |
||
| FScopedColorEdit | EditBoneSelection
(
bool bForceUpdate |
||
| FGeometryCollectionEdit | EditRestCollection
(
GeometryCollection::EEditUpdate EditUpdate, |
||
| int32 | EmbeddedIndexToTransformIndex
(
const UInstancedStaticMeshComponent* ISMComponent, |
||
| void | EnableRootProxyForCustomRenderer
(
bool bEnable |
||
| void | EnableTransformSelectionMode
(
bool bEnable |
Enable/disable the scene proxy per transform selection mode. | |
| void | EndPlay
(
const EEndPlayReason::Type ReasonEnd |
||
| void | ForceBrokenForCustomRenderer
(
bool bForceBroken |
Force any custom renderer to render using the broken/decayed path. This can be set at runtime | |
| void | ForceNativeRendering
(
bool bForce |
||
| TArray< Chaos::FPhysicsObject * > | |||
| FBodyInstance * | GetBodyInstance
(
FName BoneName, |
||
| void | GetBoneColors
(
TArray< FColor >& OutColors |
||
| const int | |||
| TArray< FTransform > | |||
| const TArray< FTransform3f > & | |||
| IGeometryCollectionExternalRenderInterface * | Get any custom renderer. Returns nullptr if none is set. | ||
| TArray< float > | |||
| FString | GetDebugInfo () |
RestCollection | |
| const TArray< bool > & | |||
| FGeometryDynamicCollection * | |||
| const FGeometryDynamicCollection * | |||
| bool | |||
| TArray< FMatrix > | Used by Niagara DI to query global matrices rather than recalculating them again | ||
| void | GetHiddenTransforms
(
TArray< bool >& OutHiddenTransforms |
||
| const TArray< int32 > & | |||
| TArray< UActorComponent * > | |||
| Chaos::FPhysicsObjectId | GetIdFromGTParticle
(
Chaos::FGeometryParticle* Particle |
||
| 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 * | |||
| bool | |||
| bool | |||
| bool | |||
| void | GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
||
| FBox | Get local bounds of the geometry collection | ||
| TArray< FTransform > | GetLocalRestTransforms
(
bool bInitialTransforms |
Get the rest transforms in component (local) space space, if none have been set by SetLocalRestTransforms or if RestTransform property is empty , then the initial ones are returned | |
| float | GetMass () |
Returns the mass of this component in kg. | |
| void | GetMassAndExtents
(
int32 ItemIndex, |
Get mass and extent of a specific piece | |
| UMaterialInterface * | GetMaterial
(
int32 MaterialIndex |
||
| FMaterialRelevance | GetMaterialRelevance
(
ERHIFeatureLevel::Type InFeatureLevel |
||
| bool | |||
| int32 | GetNumElements
(
FName Group |
API for getting at geometry collection data | |
| int32 | |||
| int32 | Declare all the methods. | ||
| const TManagedArray< int32 > & | |||
| UPhysicalMaterial * | Gets the physical material to use for this geometry collection, taking into account instance overrides and render materials | ||
| Chaos::FPhysicsObject * | GetPhysicsObjectById
(
Chaos::FPhysicsObjectId Id |
||
| Chaos::FPhysicsObject * | GetPhysicsObjectByName
(
const FName& Name |
||
| FGeometryCollectionPhysicsProxy * | |||
| const FGeometryCollectionPhysicsProxy * | |||
| AChaosSolverActor * | |||
| const FTransform & | |||
| void | GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
||
| const UGeometryCollection * | |||
| void | GetRestTransforms
(
TArray< FMatrix44f >& OutRestTransforms |
||
| double | |||
| FTransform | |||
| 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 | ||
| FTransform | |||
| const FDamageCollector * | |||
| const TArray< int32 > & | |||
| bool | |||
| FTransform | GetSocketTransform
(
FName InSocketName, |
||
| Chaos::FPhysicsSolver * | GetSolver
(
const UGeometryCollectionComponent& GeometryCollectionComponent |
||
| bool | |||
| bool | |||
| void | GetUsedMaterials
(
TArray< UMaterialInterface* >& OutMaterials, |
||
| bool | Todo(chaos): Remove this and move to a cook time approach of the SM data based on the GC property | ||
| bool | |||
| 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 | ||
| bool | |||
| bool | |||
| bool | |||
| bool | IsRootBroken () |
Return true if the root cluster is not longer active at runtime | |
| bool | MoveComponentImpl
(
const FVector& Delta, |
||
| void | NotifyBreak
(
const FChaosBreakEvent& Event |
Overrideable native notification | |
| void | NotifyRemoval
(
const FChaosRemovalEvent& Event |
Overrideable native notification | |
| void | |||
| void | |||
| void | OnComponentCollisionSettingsChanged
(
bool bUpdateOverlaps |
||
| void | |||
| void | |||
| void | |||
| void | OnRegister () |
||
| void | Called post solve to allow authoritative components to update their replication data | ||
| void | |||
| void | |||
| void | OnUnregister () |
||
| void | OnUpdateTransform
(
EUpdateTransformFlags UpdateTransformFlags, |
||
| void | |||
| void | PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
||
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
||
| void | PostLoad () |
||
| bool | ProcessRepData
(
float DeltaTime, |
||
| void | |||
| void | QuerySupportedSockets
(
TArray< FComponentSocketDescription >& OutSockets |
||
| void | Currently, component space transforms for every particle is compute relative to the component transform. | ||
| void | ReceivePhysicsCollision
(
const FChaosPhysicsCollisionInfo& CollisionInfo |
||
| void | Updates the custom renderer to the reflect the current state of the Geometry Collection | ||
| void | Update instanced static mesh components to reflect internal embedded geometry state. | ||
| void | Refresh root proxies whether they are drawn through the custom renderer or normal static mesh components | ||
| 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 | Reset the dynamic collection from the current rest state. | ||
| void | ResetRepData () |
Clear all rep data, this is required if the physics proxy has been recreated | |
| void | This reset the rest transform to use the rest collection asset ones | ||
| void | Propagate bone selection to embedded geometry components. | ||
| void | |||
| void | |||
| 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 | SetCollisionObjectType
(
ECollisionChannel Channel |
||
| void | SetDamageModel
(
EDamageModelTypeEnum InDamageModel |
||
| void | SetDamagePropagationData
(
const FGeometryCollectionDamagePropagationData& InDamagePropagationData |
||
| void | SetDamageThreshold
(
const TArray< float >& InDamageThreshold |
||
| void | SetDensityFromPhysicsMaterial
(
bool bInDensityFromPhysicsMaterial |
||
| 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 | SetEnableGravity
(
bool bGravityEnabled |
||
| void | SetEnableReplication
(
bool bInEnableReplication |
Attn: these replication methods are helpers meant to be called before the component is fully registered, like a constructor! | |
| void | SetGravityGroupIndex
(
int32 InGravityGroupIndex |
||
| 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 | SetNotifyRigidBodyCollision
(
bool bNewNotifyRigidBodyCollision |
||
| void | SetOneWayInteractionLevel
(
int32 InOneWayInteractionLevel |
||
| void | SetParticleCollisionProfileName
(
int32 BoneId, |
||
| void | SetPerLevelCollisionProfileNames
(
const TArray< FName >& ProfileNames |
||
| void | SetPerParticleCollisionProfileName
(
const TArray< int32 >& BoneIds, |
||
| void | SetPerParticleCollisionProfileName
(
const TSet< int32 >& BoneIds, |
||
| void | SetPhysMaterialOverride
(
UPhysicalMaterial* NewPhysMaterial |
||
| void | |||
| void | SetReplicationAbandonAfterLevel
(
int32 InReplicationAbandonAfterLevel |
||
| void | SetReplicationMaxPositionAndVelocityCorrectionLevel
(
int32 InReplicationMaxPositionAndVelocityCorrectionLevel |
||
| void | SetRestCollection
(
const UGeometryCollection* RestCollectionIn, |
RestCollection | |
| void | SetRestState
(
TArray< FTransform >&& InRestTransforms |
#todo should this only be available in editor? | |
| void | SetRootProxyComponentSpaceTransform
(
int32 Index, |
Blueprint function to set a specific root proxy local transform warning: when called from C++ and calling it on multiple root proxies it is recommended to use SetRootProxyLocalTransform instead and then call RefreshCustomRenderer to avoid the cost of refreshing the renderer each time | |
| void | SetRootProxyLocalTransform
(
int32 Index, |
Set a specific root proxy local transform | |
| void | SetShowBoneColors
(
bool ShowBoneColorsIn |
||
| void | SetSimulatePhysics
(
bool bEnabled |
||
| void | SetUpdateCustomRenderer
(
bool bValue |
||
| void | SetUpdateCustomRendererOnPostPhysicsSync
(
bool bValue |
Update of the custom renderer when post physics sync callback is executing ( valid if custom redner is being used ) - true by default | |
| void | SetUpdateNavigationInTick
(
const bool bUpdateInTick |
||
| void | SetUseMaterialDamageModifiers
(
bool bInUseMaterialDamageModifiers |
||
| void | SetUseStaticMeshCollisionForTraces
(
bool bInUseStaticMeshCollisionForTraces |
Todo(chaos): Remove this and move to a cook time approach of the SM data based on the GC property | |
| bool | |||
| bool | |||
| bool | |||
| void | TickComponent
(
float DeltaTime, |
||
| void | |||
| void | Update cached bounds; used e.g. when updating the exploded view of the geometry collection. | ||
| void | |||
| void | |||
| void | |||
| void | |||
| void |
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 |
Enums
| Type | Name | Description | |
|---|---|---|---|
| ENetAwakeningMode |
Typedefs
| Name | Description |
|---|---|
| FOnGeometryCollectionPropertyChanged | |
| FOnGeometryCollectionPropertyChangedMulticaster |
Constants
| Name | Description |
|---|---|
| DefaultCollisionProfileName | Collision profile name that indicates we should use the geometry collection's default collision profile. |
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 |