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

Namespaces

namespace  Chaos
 

Functions

template<Chaos::EParticleType ParticleType>
void Chaos::PushToPhysicsStateImp (const Chaos::FDirtyPropertiesManager &Manager, Chaos::FGeometryParticleHandle *Handle, int32 DataIdx, const Chaos::FDirtyProxy &Dirty, Chaos::FShapeDirtyData *ShapesData, Chaos::FPBDRigidsSolver &Solver, bool bResimInitialized, Chaos::FReal ExternalDt)
 
template<typename T >
void Chaos::BufferPhysicsResultsImp (Chaos::FDirtyRigidParticleData &PullData, T *Particle)
 
bool Chaos::ShouldUpdateTransformFromSimulation (const Chaos::FPBDRigidParticle &Rigid)
 

Variables

FAutoConsoleVariableRef Chaos::CVar_SyncKinematicOnGameThread (TEXT("P.Chaos.SyncKinematicOnGameThread"), SyncKinematicOnGameThread, TEXT("If set to 1, kinematic bodies will always send their transforms back to the game thread, following the " "simulation step/results. If 0, then they will never do so, and kinematics will be updated immediately " "their kinematic target is set. Any other value (e.g. the default -1) means that the behavior is " "determined on a per-object basis with the UpdateKinematicFromSimulation flag in BodyInstance."))
 
CHAOS_API int32 Chaos::ForceNoCollisionIntoSQ = 0
 
FAutoConsoleVariableRef Chaos::CVarForceNoCollisionIntoSQ (TEXT("p.ForceNoCollisionIntoSQ"), ForceNoCollisionIntoSQ, TEXT("When enabled, all particles end up in sq structure, even ones with no collision"))