UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ImmediatePhysicsActorHandle_Chaos.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
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3#pragma once
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12{
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46 {
47 public:
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50 void SetName(const FName& InName) { Name = InName; }
51 const FName& GetName() const { return Name; }
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53 ENGINE_API bool GetEnabled() const;
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59 ENGINE_API void SetEnabled(bool bEnabled);
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61 ENGINE_API bool GetHasCollision() const;
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84 ENGINE_API bool SetIsKinematic(bool bKinematic);
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87 ENGINE_API bool GetIsKinematic() const;
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96 ENGINE_API bool HasKinematicTarget() const;
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99 ENGINE_API bool IsGravityEnabled() const;
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102 ENGINE_API bool CouldBeDynamic() const;
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105 ENGINE_API void SetGravityEnabled(bool bEnable);
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108 ENGINE_API bool IsSimulated() const;
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125 ENGINE_API void AddForce(const FVector& Force);
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127 ENGINE_API void AddTorque(const FVector& Torque);
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129 ENGINE_API void AddRadialForce(const FVector& Origin, FReal Strength, FReal Radius, ERadialImpulseFalloff Falloff, EForceType ForceType);
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162 ENGINE_API FReal GetMass() const;
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192 ENGINE_API int32 GetLevel() const;
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195 private:
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198 void CreateParticleHandle(
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201 friend struct FSimulation;
202 friend struct FJointHandle;
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213 FName Name;
214 Chaos::FPBDRigidsSOAs& Particles;
215 Chaos::FGeometryParticleHandle* ParticleHandle;
218 int32 Level;
219 };
220}
ERadialImpulseFalloff
Definition ChaosEngineInterface.h:91
FPlatformTypes::int8 int8
An 8-bit signed integer.
Definition Platform.h:1121
FPlatformTypes::int32 int32
A 32-bit signed integer.
Definition Platform.h:1125
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
uint8_t uint8
Definition binka_ue_file_header.h:8
Definition ParticleHandle.h:2590
Definition PBDRigidsSOAs.h:269
Definition ArrayCollectionArray.h:15
Definition ParticleHandle.h:436
Definition NameTypes.h:617
Definition Array.h:670
Definition UniquePtr.h:107
Type
Definition EngineTypes.h:1573
Definition ImmediatePhysicsActorHandle_Chaos.cpp:11
Chaos::FReal FReal
Definition ImmediatePhysicsCore_Chaos.h:33
EForceType
Definition ImmediatePhysicsCore.h:24
EActorType
Definition ImmediatePhysicsCore.h:17
Definition PhysSubstepTasks.h:18
Definition ImmediatePhysicsActorHandle_Chaos.h:46
ENGINE_API bool GetEnabled() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:178
ENGINE_API FVector GetInertia() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:567
ENGINE_API void SetAngularVelocity(const FVector &NewAngularVelocity)
Definition ImmediatePhysicsActorHandle_Chaos.cpp:365
ENGINE_API FReal GetMaxDepenetrationVelocity() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:578
ENGINE_API void SetInverseInertia(const FVector &NewInverseInertia)
Definition ImmediatePhysicsActorHandle_Chaos.cpp:540
ENGINE_API FReal GetMaxAngularVelocitySquared() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:510
ENGINE_API FTransform GetWorldTransform() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:343
ENGINE_API void SetLinearVelocity(const FVector &NewLinearVelocity)
Definition ImmediatePhysicsActorHandle_Chaos.cpp:350
ENGINE_API FVector GetAngularVelocity() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:375
ENGINE_API void SetMaxLinearVelocitySquared(FReal NewMaxLinearVelocitySquared)
Definition ImmediatePhysicsActorHandle_Chaos.cpp:491
ENGINE_API const FKinematicTarget & GetKinematicTarget() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:279
ENGINE_API void SetWorldTransform(const FTransform &WorldTM)
Definition ImmediatePhysicsActorHandle_Chaos.cpp:221
ENGINE_API void SetMaxContactImpulse(FReal NewMaxContactImpulse)
Definition ImmediatePhysicsActorHandle_Chaos.cpp:585
ENGINE_API Chaos::FGeometryParticleHandle * GetParticle()
Definition ImmediatePhysicsActorHandle_Chaos.cpp:168
ENGINE_API bool IsGravityEnabled() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:324
ENGINE_API FReal GetMaxContactImpulse() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:591
ENGINE_API void SetMaxAngularVelocitySquared(FReal NewMaxAngularVelocitySquared)
Definition ImmediatePhysicsActorHandle_Chaos.cpp:504
ENGINE_API void SetEnabled(bool bEnabled)
Definition ImmediatePhysicsActorHandle_Chaos.cpp:184
ENGINE_API void SetAngularDamping(FReal NewAngularDamping)
Definition ImmediatePhysicsActorHandle_Chaos.cpp:470
ENGINE_API bool GetHasCollision() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:193
const FName & GetName() const
Definition ImmediatePhysicsActorHandle_Chaos.h:51
ENGINE_API void AddImpulseAtLocation(FVector Impulse, FVector Location)
Definition ImmediatePhysicsActorHandle_Chaos.cpp:436
ENGINE_API FVector GetLocalCoMLocation() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:603
ENGINE_API bool CouldBeDynamic() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:319
ENGINE_API FReal GetLinearDamping() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:459
ENGINE_API void SetLevel(int32 InLevel)
Definition ImmediatePhysicsActorHandle_Chaos.cpp:613
ENGINE_API FTransform GetLocalCoMTransform() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:598
void SetName(const FName &InName)
Definition ImmediatePhysicsActorHandle_Chaos.h:50
ENGINE_API ~FActorHandle()
Definition ImmediatePhysicsActorHandle_Chaos.cpp:154
ENGINE_API FReal GetMaxLinearVelocitySquared() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:497
ENGINE_API bool GetIsKinematic() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:274
ENGINE_API void SetInverseMass(FReal NewInverseMass)
Definition ImmediatePhysicsActorHandle_Chaos.cpp:517
ENGINE_API FReal GetAngularDamping() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:480
ENGINE_API void SetMaxDepenetrationVelocity(FReal NewMaxDepenetrationVelocity)
Definition ImmediatePhysicsActorHandle_Chaos.cpp:572
ENGINE_API void SetGravityEnabled(bool bEnable)
Definition ImmediatePhysicsActorHandle_Chaos.cpp:334
ENGINE_API FReal GetInverseMass() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:530
ENGINE_API FVector GetLinearVelocity() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:360
ENGINE_API void SetKinematicTarget(const FTransform &WorldTM)
Definition ImmediatePhysicsActorHandle_Chaos.cpp:291
ENGINE_API FVector GetInverseInertia() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:562
ENGINE_API void SetHasCollision(bool bHasCollision)
Definition ImmediatePhysicsActorHandle_Chaos.cpp:198
ENGINE_API FReal GetMass() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:535
ENGINE_API bool IsSimulated() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:314
ENGINE_API int32 GetLevel() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:608
ENGINE_API bool HasKinematicTarget() const
Definition ImmediatePhysicsActorHandle_Chaos.cpp:305
ENGINE_API void SetLinearDamping(FReal NewLinearDamping)
Definition ImmediatePhysicsActorHandle_Chaos.cpp:449
ENGINE_API void AddRadialForce(const FVector &Origin, FReal Strength, FReal Radius, ERadialImpulseFalloff Falloff, EForceType ForceType)
Definition ImmediatePhysicsActorHandle_Chaos.cpp:400
ENGINE_API bool SetIsKinematic(bool bKinematic)
Definition ImmediatePhysicsActorHandle_Chaos.cpp:238
ENGINE_API void InitWorldTransform(const FTransform &WorldTM)
Definition ImmediatePhysicsActorHandle_Chaos.cpp:203
Definition ImmediatePhysicsActorHandle_Chaos.h:14
TArray< TUniquePtr< Chaos::FPerShapeData > > Shapes
Definition ImmediatePhysicsActorHandle_Chaos.h:25
int8 GravityGroupIndex
Definition ImmediatePhysicsActorHandle_Chaos.h:37
FReal Mass
Definition ImmediatePhysicsActorHandle_Chaos.h:28
ECollisionEnabled::Type CollisionEnabled
Definition ImmediatePhysicsActorHandle_Chaos.h:36
Chaos::FImplicitObjectPtr Geometry
Definition ImmediatePhysicsActorHandle_Chaos.h:24
uint8 bGyroscopicTorqueEnabled
Definition ImmediatePhysicsActorHandle_Chaos.h:41
FReal LinearDamping
Definition ImmediatePhysicsActorHandle_Chaos.h:32
FReal AngularDamping
Definition ImmediatePhysicsActorHandle_Chaos.h:33
ENGINE_API FActorSetup()
Definition ImmediatePhysicsActorHandle_Chaos.cpp:16
FTransform Transform
Definition ImmediatePhysicsActorHandle_Chaos.h:20
EActorType ActorType
Definition ImmediatePhysicsActorHandle_Chaos.h:35
TUniquePtr< Chaos::FChaosPhysicsMaterial > Material
Definition ImmediatePhysicsActorHandle_Chaos.h:26
FVector Inertia
Definition ImmediatePhysicsActorHandle_Chaos.h:29
FTransform CoMTransform
Definition ImmediatePhysicsActorHandle_Chaos.h:30
uint8 bUpdateKinematicFromSimulation
Definition ImmediatePhysicsActorHandle_Chaos.h:40
ENGINE_API ~FActorSetup()
Definition ImmediatePhysicsActorHandle_Chaos.cpp:56
uint8 bEnableGravity
Definition ImmediatePhysicsActorHandle_Chaos.h:39
uint8 bInertiaConditioningEnabled
Definition ImmediatePhysicsActorHandle_Chaos.h:38
Definition ImmediatePhysicsJointHandle_Chaos.h:39
Definition ImmediatePhysicsSimulation_Chaos.h:27