UDocumentation
UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
Declares.h
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "
Chaos/ParticleHandleFwd.h
"
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#include "
Chaos/PBDRigidsEvolutionFwd.h
"
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namespace
Chaos
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{
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typedef
FPBDRigidsSolver
FPhysicsSolver
;
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class
FImplicitObject
;
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class
FPerShapeData
;
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template
<
typename
TSOA>
class
TParticleView
;
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template
<
class
T,
int
d>
class
TPBDRigidParticles
;
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}
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#ifndef CHAOS_DEBUG_DRAW
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// this matches UE_ENABLE_DEBUG_DRAWING, but that's in Engine, which this code can't see
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#define CHAOS_DEBUG_DRAW (!(UE_BUILD_SHIPPING || UE_BUILD_TEST) || WITH_EDITOR)
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#endif
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#define TODO_REIMPLEMENT_EVENTS_DATA_ARRAYS (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLEMENT_REMOVED_PROXY_STORAGE (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLEMENT_SPATIAL_ACCELERATION_ACCESS (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLEMENT_DEBUG_SUBSTEP (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLEMENT_TIMESTEP_MULTIPLIER (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLEMENT_SOLVER_SETTINGS_ACCESSORS (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLEMENT_SOLVER_PAUSING (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLEMENT_SOLVER_ENABLING (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLEMENT_SERIALIZATION_FOR_PERF_TEST (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLMEENT_EVOLUTION_ACCESSORS (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLEMENT_DYNAMIC_CONSTRAINT_ACCESSORS (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLEMENT_FIELDS_TO_USE_PARTICLEHANDLES (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLEMENT_GEOMETRY_COLLECTION_PHYSICS (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLEMENT_RIGID_CLUSTERING (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLEMENT_GETFLOORINDEX (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLEMENT_PHYSICS_PROXY_REVERSE_MAPPING (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLEMENT_KINEMATIC_PROXY (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLEMENT_WAKE_ISLANDS (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLEMENT_GET_RIGID_PARTICLES (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLEMENT_SET_PHYSICS_MATERIAL (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REWRITE_ALL_CONSTRAINT_ADDS_TO_USE_HANDLES (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLEMENT_GETALLCLUSTERBREAKINGS (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_FIX_REFERENCES_TO_ADDARRAY (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REMOVE_ALL_SOLVER_CREATIONS_WHICH_OCCUR_OUTSIDE_THE_SOLVERS_MODULE (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_MAKE_A_BLUEPRINT_WAY_TO_ACCESS_PARTICLES (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REPLACE_SOLVER_LOCK (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLEMENT_INITIALIZE_EVOLUTION_FROM_PARTICLE_DATA (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLEMENT_SKELETAL_TESTS (CHAOS_PARTICLEHANDLE_TODO && 1)
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#define TODO_REIMPLEMENT_SCENEQUERY_CROSSENGINE (0)
// ISQAccelerator must be re-implemented for Chaos/PhysX SQ interop. Without this, GDC 2019 demos will not work as designed.
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#define CHAOS_CONSTRAINTHANDLE_TODO 0
PBDRigidsEvolutionFwd.h
ParticleHandleFwd.h
Chaos::FImplicitObject
Definition
ImplicitObject.h:111
Chaos::FPBDRigidsSolver
Definition
PBDRigidsSolver.h:84
Chaos::FPerShapeData
Definition
ShapeInstance.h:36
Chaos::TPBDRigidParticles
Definition
PBDRigidParticles.h:22
Chaos::TParticleView
Definition
ParticleIterator.h:639
Chaos
Definition
SkeletalMeshComponent.h:307
Chaos::FPhysicsSolver
FPBDRigidsSolver FPhysicsSolver
Definition
Declares.h:10
Engine
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Runtime
Experimental
Chaos
Public
Chaos
Declares.h
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