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

Functions

 DEFINE_STAT (STAT_TotalPhysicsTime)
 
 DEFINE_STAT (STAT_NumCloths)
 
 DEFINE_STAT (STAT_NumClothVerts)
 
 DECLARE_CYCLE_STAT (TEXT("Start Physics Time (sync)"), STAT_PhysicsKickOffDynamicsTime, STATGROUP_Physics)
 
 DECLARE_CYCLE_STAT (TEXT("Fetch Results Time (sync)"), STAT_PhysicsFetchDynamicsTime, STATGROUP_Physics)
 
 DECLARE_CYCLE_STAT (TEXT("Start Physics Time (async)"), STAT_PhysicsKickOffDynamicsTime_Async, STATGROUP_Physics)
 
 DECLARE_CYCLE_STAT (TEXT("Fetch Results Time (async)"), STAT_PhysicsFetchDynamicsTime_Async, STATGROUP_Physics)
 
 DECLARE_CYCLE_STAT (TEXT("Update Kinematics On Deferred SkelMeshes"), STAT_UpdateKinematicsOnDeferredSkelMeshes, STATGROUP_Physics)
 
 DECLARE_CYCLE_STAT (TEXT("Phys Events Time"), STAT_PhysicsEventTime, STATGROUP_Physics)
 
 DECLARE_CYCLE_STAT (TEXT("SyncComponentsToBodies (sync)"), STAT_SyncComponentsToBodies, STATGROUP_Physics)
 
 DECLARE_CYCLE_STAT (TEXT("SyncComponentsToBodies (async)"), STAT_SyncComponentsToBodies_Async, STATGROUP_Physics)
 
 DECLARE_CYCLE_STAT (TEXT("Query PhysicalMaterialMask Hit"), STAT_QueryPhysicalMaterialMaskHit, STATGROUP_Physics)
 
 DECLARE_DWORD_COUNTER_STAT (TEXT("Broadphase Adds"), STAT_NumBroadphaseAdds, STATGROUP_Physics)
 
 DECLARE_DWORD_COUNTER_STAT (TEXT("Broadphase Removes"), STAT_NumBroadphaseRemoves, STATGROUP_Physics)
 
 DECLARE_DWORD_COUNTER_STAT (TEXT("Active Constraints"), STAT_NumActiveConstraints, STATGROUP_Physics)
 
 DECLARE_DWORD_COUNTER_STAT (TEXT("Active Simulated Bodies"), STAT_NumActiveSimulatedBodies, STATGROUP_Physics)
 
 DECLARE_DWORD_COUNTER_STAT (TEXT("Active Kinematic Bodies"), STAT_NumActiveKinematicBodies, STATGROUP_Physics)
 
 DECLARE_DWORD_COUNTER_STAT (TEXT("Mobile Bodies"), STAT_NumMobileBodies, STATGROUP_Physics)
 
 DECLARE_DWORD_COUNTER_STAT (TEXT("Static Bodies"), STAT_NumStaticBodies, STATGROUP_Physics)
 
 DECLARE_DWORD_COUNTER_STAT (TEXT("Shapes"), STAT_NumShapes, STATGROUP_Physics)
 
 DECLARE_DWORD_COUNTER_STAT (TEXT("(ASync) Broadphase Adds"), STAT_NumBroadphaseAddsAsync, STATGROUP_Physics)
 
 DECLARE_DWORD_COUNTER_STAT (TEXT("(ASync) Broadphase Removes"), STAT_NumBroadphaseRemovesAsync, STATGROUP_Physics)
 
 DECLARE_DWORD_COUNTER_STAT (TEXT("(ASync) Active Constraints"), STAT_NumActiveConstraintsAsync, STATGROUP_Physics)
 
 DECLARE_DWORD_COUNTER_STAT (TEXT("(ASync) Active Simulated Bodies"), STAT_NumActiveSimulatedBodiesAsync, STATGROUP_Physics)
 
 DECLARE_DWORD_COUNTER_STAT (TEXT("(ASync) Active Kinematic Bodies"), STAT_NumActiveKinematicBodiesAsync, STATGROUP_Physics)
 
 DECLARE_DWORD_COUNTER_STAT (TEXT("(ASync) Mobile Bodies"), STAT_NumMobileBodiesAsync, STATGROUP_Physics)
 
 DECLARE_DWORD_COUNTER_STAT (TEXT("(ASync) Static Bodies"), STAT_NumStaticBodiesAsync, STATGROUP_Physics)
 
 DECLARE_DWORD_COUNTER_STAT (TEXT("(ASync) Shapes"), STAT_NumShapesAsync, STATGROUP_Physics)
 
ECollisionShapeType GetGeometryType (const Chaos::FPerShapeData &Shape)
 
Chaos::FChaosPhysicsMaterialGetMaterialFromInternalFaceIndex (const FPhysicsShape &Shape, const FPhysicsActor &Actor, uint32 InternalFaceIndex)
 
Chaos::FChaosPhysicsMaterialGetMaterialFromInternalFaceIndexAndHitLocation (const FPhysicsShape &Shape, const FPhysicsActor &Actor, uint32 InternalFaceIndex, const FVector &HitLocation)
 
Chaos::EJointMotionType ConvertMotionType (ELinearConstraintMotion InEngineType)
 
Chaos::EJointMotionType ConvertMotionType (EAngularConstraintMotion InEngineType)
 
void FinishSceneStat ()
 
bool Overlap_GeomInternal (const FBodyInstance *InInstance, const Chaos::FImplicitObject &InGeom, const FTransform &GeomTransform, FMTDResult *OutOptResult, bool bTraceComplex)
 
uint32 GetTriangleMeshExternalFaceIndex (const Chaos::FImplicitObject *Geom, uint32 InternalFaceIndex)
 
uint32 GetTriangleMeshExternalFaceIndex (const FPhysicsShape &Shape, uint32 InternalFaceIndex)
 

Function Documentation

◆ ConvertMotionType() [1/2]

Chaos::EJointMotionType ConvertMotionType ( EAngularConstraintMotion  InEngineType)

◆ ConvertMotionType() [2/2]

Chaos::EJointMotionType ConvertMotionType ( ELinearConstraintMotion  InEngineType)

◆ DECLARE_CYCLE_STAT() [1/9]

DECLARE_CYCLE_STAT ( TEXT("Fetch Results Time (async)")  ,
STAT_PhysicsFetchDynamicsTime_Async  ,
STATGROUP_Physics   
)

◆ DECLARE_CYCLE_STAT() [2/9]

DECLARE_CYCLE_STAT ( TEXT("Fetch Results Time (sync)")  ,
STAT_PhysicsFetchDynamicsTime  ,
STATGROUP_Physics   
)

◆ DECLARE_CYCLE_STAT() [3/9]

DECLARE_CYCLE_STAT ( TEXT("Phys Events Time" ,
STAT_PhysicsEventTime  ,
STATGROUP_Physics   
)

◆ DECLARE_CYCLE_STAT() [4/9]

DECLARE_CYCLE_STAT ( TEXT("Query PhysicalMaterialMask Hit" ,
STAT_QueryPhysicalMaterialMaskHit  ,
STATGROUP_Physics   
)

◆ DECLARE_CYCLE_STAT() [5/9]

DECLARE_CYCLE_STAT ( TEXT("Start Physics Time (async)")  ,
STAT_PhysicsKickOffDynamicsTime_Async  ,
STATGROUP_Physics   
)

◆ DECLARE_CYCLE_STAT() [6/9]

DECLARE_CYCLE_STAT ( TEXT("Start Physics Time (sync)")  ,
STAT_PhysicsKickOffDynamicsTime  ,
STATGROUP_Physics   
)

◆ DECLARE_CYCLE_STAT() [7/9]

DECLARE_CYCLE_STAT ( TEXT("SyncComponentsToBodies (async)")  ,
STAT_SyncComponentsToBodies_Async  ,
STATGROUP_Physics   
)

◆ DECLARE_CYCLE_STAT() [8/9]

DECLARE_CYCLE_STAT ( TEXT("SyncComponentsToBodies (sync)")  ,
STAT_SyncComponentsToBodies  ,
STATGROUP_Physics   
)

◆ DECLARE_CYCLE_STAT() [9/9]

◆ DECLARE_DWORD_COUNTER_STAT() [1/16]

DECLARE_DWORD_COUNTER_STAT ( TEXT("(ASync) Active Constraints" ,
STAT_NumActiveConstraintsAsync  ,
STATGROUP_Physics   
)

◆ DECLARE_DWORD_COUNTER_STAT() [2/16]

DECLARE_DWORD_COUNTER_STAT ( TEXT("(ASync) Active Kinematic Bodies" ,
STAT_NumActiveKinematicBodiesAsync  ,
STATGROUP_Physics   
)

◆ DECLARE_DWORD_COUNTER_STAT() [3/16]

DECLARE_DWORD_COUNTER_STAT ( TEXT("(ASync) Active Simulated Bodies" ,
STAT_NumActiveSimulatedBodiesAsync  ,
STATGROUP_Physics   
)

◆ DECLARE_DWORD_COUNTER_STAT() [4/16]

DECLARE_DWORD_COUNTER_STAT ( TEXT("(ASync) Broadphase Adds" ,
STAT_NumBroadphaseAddsAsync  ,
STATGROUP_Physics   
)

◆ DECLARE_DWORD_COUNTER_STAT() [5/16]

DECLARE_DWORD_COUNTER_STAT ( TEXT("(ASync) Broadphase Removes" ,
STAT_NumBroadphaseRemovesAsync  ,
STATGROUP_Physics   
)

◆ DECLARE_DWORD_COUNTER_STAT() [6/16]

DECLARE_DWORD_COUNTER_STAT ( TEXT("(ASync) Mobile Bodies" ,
STAT_NumMobileBodiesAsync  ,
STATGROUP_Physics   
)

◆ DECLARE_DWORD_COUNTER_STAT() [7/16]

DECLARE_DWORD_COUNTER_STAT ( TEXT("(ASync) Shapes" ,
STAT_NumShapesAsync  ,
STATGROUP_Physics   
)

◆ DECLARE_DWORD_COUNTER_STAT() [8/16]

DECLARE_DWORD_COUNTER_STAT ( TEXT("(ASync) Static Bodies" ,
STAT_NumStaticBodiesAsync  ,
STATGROUP_Physics   
)

◆ DECLARE_DWORD_COUNTER_STAT() [9/16]

DECLARE_DWORD_COUNTER_STAT ( TEXT("Active Constraints" ,
STAT_NumActiveConstraints  ,
STATGROUP_Physics   
)

◆ DECLARE_DWORD_COUNTER_STAT() [10/16]

DECLARE_DWORD_COUNTER_STAT ( TEXT("Active Kinematic Bodies" ,
STAT_NumActiveKinematicBodies  ,
STATGROUP_Physics   
)

◆ DECLARE_DWORD_COUNTER_STAT() [11/16]

DECLARE_DWORD_COUNTER_STAT ( TEXT("Active Simulated Bodies" ,
STAT_NumActiveSimulatedBodies  ,
STATGROUP_Physics   
)

◆ DECLARE_DWORD_COUNTER_STAT() [12/16]

DECLARE_DWORD_COUNTER_STAT ( TEXT("Broadphase Adds" ,
STAT_NumBroadphaseAdds  ,
STATGROUP_Physics   
)

◆ DECLARE_DWORD_COUNTER_STAT() [13/16]

DECLARE_DWORD_COUNTER_STAT ( TEXT("Broadphase Removes" ,
STAT_NumBroadphaseRemoves  ,
STATGROUP_Physics   
)

◆ DECLARE_DWORD_COUNTER_STAT() [14/16]

DECLARE_DWORD_COUNTER_STAT ( TEXT("Mobile Bodies" ,
STAT_NumMobileBodies  ,
STATGROUP_Physics   
)

◆ DECLARE_DWORD_COUNTER_STAT() [15/16]

DECLARE_DWORD_COUNTER_STAT ( TEXT("Shapes")  ,
STAT_NumShapes  ,
STATGROUP_Physics   
)

◆ DECLARE_DWORD_COUNTER_STAT() [16/16]

DECLARE_DWORD_COUNTER_STAT ( TEXT("Static Bodies" ,
STAT_NumStaticBodies  ,
STATGROUP_Physics   
)

◆ DEFINE_STAT() [1/3]

DEFINE_STAT ( STAT_NumCloths  )

◆ DEFINE_STAT() [2/3]

DEFINE_STAT ( STAT_NumClothVerts  )

◆ DEFINE_STAT() [3/3]

DEFINE_STAT ( STAT_TotalPhysicsTime  )

◆ FinishSceneStat()

void FinishSceneStat ( )

◆ GetGeometryType()

ECollisionShapeType GetGeometryType ( const Chaos::FPerShapeData Shape)

◆ GetMaterialFromInternalFaceIndex()

Chaos::FChaosPhysicsMaterial * GetMaterialFromInternalFaceIndex ( const FPhysicsShape Shape,
const FPhysicsActor Actor,
uint32  InternalFaceIndex 
)

◆ GetMaterialFromInternalFaceIndexAndHitLocation()

Chaos::FChaosPhysicsMaterial * GetMaterialFromInternalFaceIndexAndHitLocation ( const FPhysicsShape Shape,
const FPhysicsActor Actor,
uint32  InternalFaceIndex,
const FVector HitLocation 
)

◆ GetTriangleMeshExternalFaceIndex() [1/2]

uint32 GetTriangleMeshExternalFaceIndex ( const Chaos::FImplicitObject Geom,
uint32  InternalFaceIndex 
)

◆ GetTriangleMeshExternalFaceIndex() [2/2]

uint32 GetTriangleMeshExternalFaceIndex ( const FPhysicsShape Shape,
uint32  InternalFaceIndex 
)

◆ Overlap_GeomInternal()

bool Overlap_GeomInternal ( const FBodyInstance InInstance,
const Chaos::FImplicitObject InGeom,
const FTransform GeomTransform,
FMTDResult OutOptResult,
bool  bTraceComplex 
)