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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "PhysicsProxy/SingleParticlePhysicsProxy.h"#include "ChaosStats.h"#include "Chaos/Box.h"#include "Chaos/Capsule.h"#include "Chaos/Sphere.h"#include "Chaos/ErrorReporter.h"#include "Chaos/Serializable.h"#include "Chaos/PerParticleGravity.h"#include "Chaos/ParticleHandle.h"#include "Chaos/PhysicsObjectInternal.h"#include "Chaos/Framework/MultiBufferResource.h"#include "PhysicsSolver.h"#include "Chaos/ChaosMarshallingManager.h"#include "Chaos/PullPhysicsDataImp.h"#include "RewindData.h"#include "Chaos/DebugDrawQueue.h"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")) |