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

Go to the source code of this file.

Classes

class  FPhysInterface_Chaos
 

Functions

ECollisionShapeType GetGeometryType (const Chaos::FPerShapeData &Shape)
 
void DrawOverlappingTris (const UWorld *World, const ChaosInterface::FLocationHit &Hit, const Chaos::FImplicitObject &Geom, const FTransform &QueryTM)
 
void ComputeZeroDistanceImpactNormalAndPenetration (const UWorld *World, const ChaosInterface::FLocationHit &Hit, const Chaos::FImplicitObject &Geom, const FTransform &QueryTM, FHitResult &OutResult)
 
void DrawOverlappingTris (const UWorld *World, const ChaosInterface::FPTLocationHit &Hit, const Chaos::FImplicitObject &Geom, const FTransform &QueryTM)
 
void ComputeZeroDistanceImpactNormalAndPenetration (const UWorld *World, const ChaosInterface::FPTLocationHit &Hit, const Chaos::FImplicitObject &Geom, const FTransform &QueryTM, FHitResult &OutResult)
 
Chaos::FChaosPhysicsMaterialGetMaterialFromInternalFaceIndex (const FPhysicsShape &Shape, const FPhysicsActor &Actor, uint32 InternalFaceIndex)
 
Chaos::FChaosPhysicsMaterialGetMaterialFromInternalFaceIndexAndHitLocation (const FPhysicsShape &Shape, const FPhysicsActor &Actor, uint32 InternalFaceIndex, const FVector &HitLocation)
 
uint32 GetTriangleMeshExternalFaceIndex (const FPhysicsShape &Shape, uint32 InternalFaceIndex)
 
void GetShapes (const FPhysActorDummy &RigidActor, FPhysTypeDummy **ShapesBuffer, uint32 NumShapes)
 
void SetShape (FPhysTypeDummy &Hit, FPhysTypeDummy *Shape)
 
bool IsBlocking (const FPhysicsShape &PShape, const FCollisionFilterData &QueryFilter)
 

Function Documentation

◆ ComputeZeroDistanceImpactNormalAndPenetration() [1/2]

void ComputeZeroDistanceImpactNormalAndPenetration ( const UWorld World,
const ChaosInterface::FLocationHit Hit,
const Chaos::FImplicitObject Geom,
const FTransform QueryTM,
FHitResult OutResult 
)
inline

◆ ComputeZeroDistanceImpactNormalAndPenetration() [2/2]

void ComputeZeroDistanceImpactNormalAndPenetration ( const UWorld World,
const ChaosInterface::FPTLocationHit Hit,
const Chaos::FImplicitObject Geom,
const FTransform QueryTM,
FHitResult OutResult 
)
inline

◆ DrawOverlappingTris() [1/2]

void DrawOverlappingTris ( const UWorld World,
const ChaosInterface::FLocationHit Hit,
const Chaos::FImplicitObject Geom,
const FTransform QueryTM 
)
inline

◆ DrawOverlappingTris() [2/2]

void DrawOverlappingTris ( const UWorld World,
const ChaosInterface::FPTLocationHit Hit,
const Chaos::FImplicitObject Geom,
const FTransform QueryTM 
)
inline

◆ 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 
)

◆ GetShapes()

void GetShapes ( const FPhysActorDummy RigidActor,
FPhysTypeDummy **  ShapesBuffer,
uint32  NumShapes 
)
inline

◆ GetTriangleMeshExternalFaceIndex()

uint32 GetTriangleMeshExternalFaceIndex ( const FPhysicsShape Shape,
uint32  InternalFaceIndex 
)

◆ IsBlocking()

bool IsBlocking ( const FPhysicsShape PShape,
const FCollisionFilterData QueryFilter 
)

Util to determine if a shape is deemed blocking based on the query filter

Parameters
PShapeShape that overlaps @QueryFilter Query Filter
Returns
true if the query filter and shape filter resolve to be blocking

◆ SetShape()

void SetShape ( FPhysTypeDummy Hit,
FPhysTypeDummy Shape 
)
inline