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Low level Chaos scene used when building custom simulations that don't exist in the main world physics scene.
| Name | FChaosScene |
| Type | class |
| Header File | /Engine/Source/Runtime/PhysicsCore/Public/Chaos/ChaosScene.h |
| Include Path | #include "Chaos/ChaosScene.h" |
Syntax
class FChaosScene
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Chaos/ChaosScene.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FChaosScene() |
Chaos/ChaosScene.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnPhysScenePostTick | TMulticastDelegate_OneParam< void, FChaosScene * > | Chaos/ChaosScene.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OnPhysScenePostTick | FOnPhysScenePostTick | Chaos/ChaosScene.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CDDScene | ChaosDD::Private::FChaosDDScenePtr | Chaos/ChaosScene.h | ||
| CompletionEvents | FGraphEventArray | Taskgraph control. | Chaos/ChaosScene.h | |
| SimCallback | FChaosSceneSimCallback * | Chaos/ChaosScene.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddActorsToScene_AssumesLocked
(
TArray< FPhysicsActorHandle >& InHandles, |
Chaos/ChaosScene.h | ||
void AddPieModifiedObject
(
UObject* InObj |
Chaos/ChaosScene.h | ||
bool AreAnyTasksPending() |
Chaos/ChaosScene.h | ||
void BeginDestroy() |
Chaos/ChaosScene.h | ||
void CopySolverAccelerationStructure() |
Copies the acceleration structure out of the solver, does no thread safety checking so ensure calls to this are made at appropriate sync points if required | Chaos/ChaosScene.h | |
void EndFrame() |
Chaos/ChaosScene.h | ||
void Flush () |
Flushes all pending global, task and solver command queues and refreshes the spatial acceleration for the scene. | Chaos/ChaosScene.h | |
FGraphEventArray GetCompletionEvents() |
Chaos/ChaosScene.h | ||
const ChaosDD::Private::FChaosDDScenePtr & GetDebugDrawScene() |
Chaos/ChaosScene.h | ||
float GetNetworkDeltaTimeScale() |
Chaos/ChaosScene.h | ||
Chaos::FPhysicsSolver * GetSolver() |
Get the internal Chaos solver object | Chaos/ChaosScene.h | |
const Chaos::ISpatialAcceleration< Chaos::FAccelerationStructureHandle, Chaos::FReal, 3 > * GetSpacialAcceleration () |
Chaos/ChaosScene.h | ||
Chaos::ISpatialAcceleration< Chaos::FAccelerationStructureHandle, Chaos::FReal, 3 > * GetSpacialAcceleration () |
Chaos/ChaosScene.h | ||
bool IsCompletionEventComplete() |
Chaos/ChaosScene.h | ||
void KillSafeAsyncTasks() |
Chaos/ChaosScene.h | ||
void RemoveActorFromAccelerationStructure
(
FPhysicsActorHandle Actor |
Chaos/ChaosScene.h | ||
void RemoveActorFromAccelerationStructureImp
(
Chaos::FGeometryParticle* Particle |
Chaos/ChaosScene.h | ||
void SetDebugDrawScene
(
const ChaosDD::Private::FChaosDDScenePtr& CDDScene |
Chaos/ChaosScene.h | ||
void SetNetworkDeltaTimeScale
(
float InDeltaTimeScale |
Chaos/ChaosScene.h | ||
void SetUpForFrame
(
const FVector* NewGrav, |
Chaos/ChaosScene.h | ||
void StartFrame() |
Chaos/ChaosScene.h | ||
void UpdateActorInAccelerationStructure
(
const FPhysicsActorHandle& Actor |
Chaos/ChaosScene.h | ||
void UpdateActorsInAccelerationStructure
(
const TArrayView< FPhysicsActorHandle >& Actors |
Chaos/ChaosScene.h | ||
void WaitPhysScenes() |
Chaos/ChaosScene.h | ||
void WaitSolverTasks() |
Chaos/ChaosScene.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual float OnStartFrame
(
float InDeltaTime |
Chaos/ChaosScene.h | ||
virtual void OnSyncBodies
(
Chaos::FPhysicsSolverBase* Solver |
Chaos/ChaosScene.h |