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

Classes

struct  FAssetWorldBoneTM
 
class  FParallelBlendPhysicsTask
 
class  FParallelBlendPhysicsCompletionTask
 

Typedefs

typedef TArray< FAssetWorldBoneTM, TMemStackAllocator< alignof(FAssetWorldBoneTM)> > TAssetWorldBoneTMArray
 

Functions

 CSV_DECLARE_CATEGORY_MODULE_EXTERN (CORE_API, Basic)
 
void UpdateWorldBoneTM (TAssetWorldBoneTMArray &WorldBoneTMs, const TArray< FTransform > &InBoneSpaceTransforms, int32 BoneIndex, USkeletalMeshComponent *SkelComp, const FTransform &LocalToWorldTM, const FVector &Scale3D)
 
 DECLARE_CYCLE_STAT (TEXT("STAT_FinalizeAnimationUpdate_UpdateChildTransforms"), STAT_FinalizeAnimationUpdate_UpdateChildTransforms, STATGROUP_Anim)
 
 DECLARE_CYCLE_STAT (TEXT("STAT_FinalizeAnimationUpdate_UpdateOverlaps"), STAT_FinalizeAnimationUpdate_UpdateOverlaps, STATGROUP_Anim)
 
 DECLARE_CYCLE_STAT (TEXT("STAT_FinalizeAnimationUpdate_UpdateBounds"), STAT_FinalizeAnimationUpdate_UpdateBounds, STATGROUP_Anim)
 

Variables

FAutoConsoleTaskPriority CPrio_FParallelBlendPhysicsTask (TEXT("TaskGraph.TaskPriorities.ParallelBlendPhysicsTask"), TEXT("Task and thread priority for FParallelBlendPhysicsTask."), ENamedThreads::HighThreadPriority, ENamedThreads::NormalTaskPriority, ENamedThreads::HighTaskPriority)
 
TAutoConsoleVariable< int32CVarPhysicsAnimBlendUpdatesPhysX (TEXT("p.PhysicsAnimBlendUpdatesPhysX"), 1, TEXT("Whether to update the physx simulation with the results of physics animation blending"))
 
TAutoConsoleVariable< int32CVarUseParallelBlendPhysics (TEXT("a.ParallelBlendPhysics"), 1, TEXT("If 1, physics blending will be run across the task graph system. If 0, blending will run purely on the game thread"))
 

Typedef Documentation

◆ TAssetWorldBoneTMArray

Function Documentation

◆ CSV_DECLARE_CATEGORY_MODULE_EXTERN()

CSV_DECLARE_CATEGORY_MODULE_EXTERN ( CORE_API  ,
Basic   
)

◆ DECLARE_CYCLE_STAT() [1/3]

DECLARE_CYCLE_STAT ( TEXT("STAT_FinalizeAnimationUpdate_UpdateBounds")  ,
STAT_FinalizeAnimationUpdate_UpdateBounds  ,
STATGROUP_Anim   
)

◆ DECLARE_CYCLE_STAT() [2/3]

DECLARE_CYCLE_STAT ( TEXT("STAT_FinalizeAnimationUpdate_UpdateChildTransforms")  ,
STAT_FinalizeAnimationUpdate_UpdateChildTransforms  ,
STATGROUP_Anim   
)

◆ DECLARE_CYCLE_STAT() [3/3]

DECLARE_CYCLE_STAT ( TEXT("STAT_FinalizeAnimationUpdate_UpdateOverlaps")  ,
STAT_FinalizeAnimationUpdate_UpdateOverlaps  ,
STATGROUP_Anim   
)

◆ UpdateWorldBoneTM()

void UpdateWorldBoneTM ( TAssetWorldBoneTMArray WorldBoneTMs,
const TArray< FTransform > &  InBoneSpaceTransforms,
int32  BoneIndex,
USkeletalMeshComponent *  SkelComp,
const FTransform LocalToWorldTM,
const FVector Scale3D 
)

Variable Documentation

◆ CPrio_FParallelBlendPhysicsTask

FAutoConsoleTaskPriority CPrio_FParallelBlendPhysicsTask(TEXT("TaskGraph.TaskPriorities.ParallelBlendPhysicsTask"), TEXT("Task and thread priority for FParallelBlendPhysicsTask."), ENamedThreads::HighThreadPriority, ENamedThreads::NormalTaskPriority, ENamedThreads::HighTaskPriority) ( TEXT("TaskGraph.TaskPriorities.ParallelBlendPhysicsTask")  ,
TEXT("Task and thread priority for FParallelBlendPhysicsTask." ,
ENamedThreads::HighThreadPriority  ,
ENamedThreads::NormalTaskPriority  ,
ENamedThreads::HighTaskPriority   
)

◆ CVarPhysicsAnimBlendUpdatesPhysX

TAutoConsoleVariable< int32 > CVarPhysicsAnimBlendUpdatesPhysX(TEXT("p.PhysicsAnimBlendUpdatesPhysX"), 1, TEXT("Whether to update the physx simulation with the results of physics animation blending")) ( TEXT("p.PhysicsAnimBlendUpdatesPhysX")  ,
,
TEXT("Whether to update the physx simulation with the results of physics animation blending"  
)

◆ CVarUseParallelBlendPhysics

TAutoConsoleVariable< int32 > CVarUseParallelBlendPhysics(TEXT("a.ParallelBlendPhysics"), 1, TEXT("If 1, physics blending will be run across the task graph system. If 0, blending will run purely on the game thread")) ( TEXT("a.ParallelBlendPhysics")  ,
,
TEXT("If 1, physics blending will be run across the task graph system. If 0, blending will run purely on the game thread"  
)