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

Namespaces

namespace  Chaos
 

Functions

 DEFINE_STAT (STAT_AsyncPullResults)
 
 DEFINE_STAT (STAT_AsyncInterpolateResults)
 
 DEFINE_STAT (STAT_SyncPullResults)
 
 DEFINE_STAT (STAT_ProcessSingleProxy)
 
 DEFINE_STAT (STAT_ProcessGCProxy)
 
 DEFINE_STAT (STAT_ProcessClusterUnionProxy)
 
 DEFINE_STAT (STAT_PullConstraints)
 
 CSV_DEFINE_CATEGORY (ChaosPhysicsSolver, true)
 

Variables

FAutoConsoleTaskPriority Chaos::CPrio_FPhysicsTickTask (TEXT("TaskGraph.TaskPriorities.PhysicsTickTask"), TEXT("Task and thread priotiry for Chaos physics tick"), ENamedThreads::HighThreadPriority, ENamedThreads::NormalTaskPriority, ENamedThreads::HighTaskPriority)
 
int32 Chaos::PhysicsRunsOnGT = 0
 
FAutoConsoleVariableRef Chaos::CVarPhysicsRunsOnGT (TEXT("p.PhysicsRunsOnGT"), PhysicsRunsOnGT, TEXT("If true the physics thread runs on the game thread, but will still go wide on tasks like collision detection"))
 
CHAOS_API int32 Chaos::UseAsyncInterpolation = 1
 
FAutoConsoleVariableRef Chaos::CVarUseAsyncInterpolation (TEXT("p.UseAsyncInterpolation"), UseAsyncInterpolation, TEXT("Whether to interpolate when async mode is enabled"))
 
CHAOS_API int32 Chaos::ForceDisableAsyncPhysics = 0
 
FAutoConsoleVariableRef Chaos::CVarForceDisableAsyncPhysics (TEXT("p.ForceDisableAsyncPhysics"), ForceDisableAsyncPhysics, TEXT("Whether to force async physics off regardless of other settings"))
 
auto Chaos::LambdaMul
 
auto Chaos::LambdaAsyncMode
 
CHAOS_API FRealSingle Chaos::AsyncInterpolationMultiplier = 2.f
 
FAutoConsoleVariableRef Chaos::CVarAsyncInterpolationMultiplier (TEXT("p.AsyncInterpolationMultiplier"), AsyncInterpolationMultiplier, TEXT("How many multiples of the fixed dt should we look behind for interpolation"), LambdaMul)
 
int32 Chaos::AsyncPhysicsBlockMode = 0
 
FAutoConsoleVariableRef Chaos::CVarAsyncPhysicsBlockMode (TEXT("p.AsyncPhysicsBlockMode"), AsyncPhysicsBlockMode, TEXT("Setting to 0 blocks on any physics steps generated from past GT Frames, and blocks on none of the tasks from current frame." " 1 blocks on everything except the single most recent task (including tasks from current frame). 1 should gurantee we will always have a future output for interpolation from 2 frames in the past." " 2 doesn't block the game thread, physics steps could be eventually be dropped if taking too much time."), LambdaAsyncMode)
 
int32 Chaos::MaxPhysicsStepsPerGameTick = 3
 
FAutoConsoleVariableRef Chaos::CVarMaxPhysicsStepsPerGameTick (TEXT("p.MaxPhysicsStepsPerGameTick"), MaxPhysicsStepsPerGameTick, TEXT("The maximum number of physics steps per gametick frame."))
 

Function Documentation

◆ CSV_DEFINE_CATEGORY()

CSV_DEFINE_CATEGORY ( ChaosPhysicsSolver  ,
true   
)

◆ DEFINE_STAT() [1/7]

DEFINE_STAT ( STAT_AsyncInterpolateResults  )

◆ DEFINE_STAT() [2/7]

DEFINE_STAT ( STAT_AsyncPullResults  )

◆ DEFINE_STAT() [3/7]

DEFINE_STAT ( STAT_ProcessClusterUnionProxy  )

◆ DEFINE_STAT() [4/7]

DEFINE_STAT ( STAT_ProcessGCProxy  )

◆ DEFINE_STAT() [5/7]

DEFINE_STAT ( STAT_ProcessSingleProxy  )

◆ DEFINE_STAT() [6/7]

DEFINE_STAT ( STAT_PullConstraints  )

◆ DEFINE_STAT() [7/7]

DEFINE_STAT ( STAT_SyncPullResults  )