UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ParticleHandle.h File Reference

Go to the source code of this file.

Classes

struct  Chaos::FGeometryParticleParameters
 
struct  Chaos::FKinematicGeometryParticleParameters
 
struct  Chaos::FPBDRigidParticleParameters
 
class  Chaos::FAccelerationStructureHandle
 
class  Chaos::TParticleHandleBase< T, d >
 
class  Chaos::TGeometryParticleHandleImp< T, d, bPersistent >
 
struct  Chaos::TGeometryParticleHandleImp< T, d, bPersistent >::FInvalidFromTransient
 
class  Chaos::TKinematicGeometryParticleHandleImp< T, d, bPersistent >
 
class  Chaos::TPBDRigidParticleHandleImp< T, d, bPersistent >
 
class  Chaos::TPBDRigidClusteredParticleHandleImp< T, d, bPersistent >
 
class  Chaos::TPBDGeometryCollectionParticleHandleImp< T, d, bPersistent >
 
class  Chaos::FGenericParticleHandleImp
 
class  Chaos::FGenericParticleHandle
 
class  Chaos::FConstGenericParticleHandle
 
class  Chaos::TGeometryParticleHandles< T, d >
 
class  Chaos::FParticleData
 
class  Chaos::TGeometryParticle< T, d >
 
class  Chaos::TKinematicGeometryParticle< T, d >
 
class  Chaos::TPBDRigidParticle< T, d >
 
class  Chaos::FPBDGeometryCollectionParticle
 

Namespaces

namespace  Chaos
 
namespace  Chaos::Private
 
namespace  Chaos::CVars
 

Macros

#define UE_DEBUG_DANGLING_HANDLES   0
 

Typedefs

template<typename T , int d>
using Chaos::TPBDGeometryCollectionParticle = FPBDGeometryCollectionParticle
 

Enumerations

enum class  Chaos::EWakeEventEntry : uint8 { Chaos::None , Chaos::Awake , Chaos::Sleep }
 

Functions

bool Chaos::CVars::ForceDeepCopyOnModifyGeometry ()
 
template<typename T , int d, typename FConcrete >
void Chaos::GeometryParticleDefaultConstruct (FConcrete &Concrete, const FGeometryParticleParameters &Params)
 
template<typename T , int d, typename FConcrete >
void Chaos::KinematicGeometryParticleDefaultConstruct (FConcrete &Concrete, const FKinematicGeometryParticleParameters &Params)
 
template<typename T , int d, typename FConcrete >
void Chaos::PBDRigidParticleDefaultConstruct (FConcrete &Concrete, const FPBDRigidParticleParameters &Params)
 
template<typename T , int d, typename FConcrete >
void Chaos::PBDRigidClusteredParticleDefaultConstruct (FConcrete &Concrete, const FPBDRigidParticleParameters &Params)
 
template<typename FConcrete >
bool Chaos::GeometryParticleSleeping (const FConcrete &Concrete)
 
FORCEINLINE_DEBUGGABLE bool Chaos::PrePreQueryFilterImp (const FCollisionFilterData &QueryFilterData, const FCollisionFilterData &UnionFilterData)
 
FORCEINLINE_DEBUGGABLE uint32 Chaos::GetChaosCollisionChannelAndExtraFilter (uint32 Word3, uint8 &OutMaskFilter)
 
FORCEINLINE_DEBUGGABLE bool Chaos::PrePreSimFilterImp (const FCollisionFilterData &SimFilterData, const FCollisionFilterData &OtherSimFilterData)
 
template<typename T , int d>
TGeometryParticleHandle< T, d > * Chaos::GetHandleHelper (TGeometryParticleHandle< T, d > *Handle)
 
template<typename T , int d>
const TGeometryParticleHandle< T, d > * Chaos::GetHandleHelper (const TGeometryParticleHandle< T, d > *Handle)
 
template<typename T , int d>
TGeometryParticleHandle< T, d > * Chaos::GetHandleHelper (TTransientGeometryParticleHandle< T, d > *Handle)
 
template<typename T , int d>
const TGeometryParticleHandle< T, d > * Chaos::GetHandleHelper (const TTransientGeometryParticleHandle< T, d > *Handle)
 
template<typename ParticleType >
void Chaos::UpdateParticleShapes (const TArray< ParticleType * > &ShapesParticles, const FImplicitObject *ImplicitObject, const FShapesArray &ShapesArray, const int32 ActorId, const int32 ComponentID)
 
template<typename T , int d>
FChaosArchiveChaos::operator<< (FChaosArchive &Ar, TGeometryParticle< T, d > &Particle)
 
FORCEINLINE_DEBUGGABLE FChaosArchiveChaos::operator<< (FChaosArchive &Ar, FAccelerationStructureHandle &AccelerationHandle)
 
void Chaos::SetObjectStateHelper (IPhysicsProxyBase &Proxy, FPBDRigidParticle &Rigid, EObjectStateType InState, bool bAllowEvents=false, bool bInvalidate=true)
 
void Chaos::SetObjectStateHelper (IPhysicsProxyBase &Proxy, FPBDRigidParticleHandle &Rigid, EObjectStateType InState, bool bAllowEvents, bool bInvalidate)
 

Macro Definition Documentation

◆ UE_DEBUG_DANGLING_HANDLES

#define UE_DEBUG_DANGLING_HANDLES   0