Go to the source code of this file.
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| void | CreateShapeFilterData (const uint8 MyChannel, const FMaskFilter MaskFilter, const int32 SourceObjectID, const FCollisionResponseContainer &ResponseToChannels, uint32 ComponentID, uint16 BodyIndex, FCollisionFilterData &OutQueryData, FCollisionFilterData &OutSimData, bool bEnableCCD, bool bEnableContactNotify, bool bStaticShape, bool bModifyContacts=false) |
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| ECollisionChannel | GetCollisionChannel (uint32 Word3) |
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| ECollisionChannel | GetCollisionChannelAndExtraFilter (uint32 Word3, FMaskFilter &OutMaskFilter) |
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| uint32 | CreateChannelAndFilter (ECollisionChannel CollisionChannel, FMaskFilter MaskFilter) |
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| void | UpdateMaskFilter (uint32 &Word3, FMaskFilter NewMaskFilter) |
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| FCollisionResponseContainer | ExtractSimCollisionResponseContainer (const FCollisionFilterData &InSimFilterData) |
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| FCollisionResponseContainer | ExtractQueryCollisionResponseContainer (const FCollisionFilterData &InQueryFilterData) |
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◆ anonymous enum
| Enumerator |
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| NumCollisionChannelBits | |
◆ anonymous enum
| Enumerator |
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| NumFilterDataFlagBits | |
◆ EPhysXFilterDataFlags
Set of flags stored in the PhysX FilterData
When this flag is saved in CreateShapeFilterData or CreateQueryFilterData, we only use 23 bits If you plan to use more than 23 bits, you'll also need to change the format of ShapeFilterData,QueryFilterData Make sure you also change preFilter/SimFilterShader where it's used
| Enumerator |
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| EPDF_SimpleCollision | |
| EPDF_ComplexCollision | |
| EPDF_CCD | |
| EPDF_ContactNotify | |
| EPDF_StaticShape | |
| EPDF_ModifyContacts | |
| EPDF_KinematicKinematicPairs | |
◆ CreateChannelAndFilter()
◆ CreateShapeFilterData()
| void CreateShapeFilterData |
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const uint8 |
MyChannel, |
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const FMaskFilter |
MaskFilter, |
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const int32 |
SourceObjectID, |
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const FCollisionResponseContainer & |
ResponseToChannels, |
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uint32 |
ComponentID, |
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uint16 |
BodyIndex, |
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FCollisionFilterData & |
OutQueryData, |
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FCollisionFilterData & |
OutSimData, |
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bool |
bEnableCCD, |
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bool |
bEnableContactNotify, |
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bool |
bStaticShape, |
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bool |
bModifyContacts = false |
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inline |
Utility for creating a FCollisionFilterData for filtering query (trace) and sim (physics) from the Unreal filtering info.
◆ ExtractQueryCollisionResponseContainer()
◆ ExtractSimCollisionResponseContainer()
◆ GetCollisionChannel()
◆ GetCollisionChannelAndExtraFilter()
◆ UpdateMaskFilter()