Transient flags for indicating somethings needs to be updated based on a change to the particle Typically some of these flags will be set when something on the particle changes (e.g., when initially created, a joint is connected, etc etc). The flags will be checked and reset by some system during the tick.
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Transient flags for indicating somethings needs to be updated based on a change to the particle Typically some of these flags will be set when something on the particle changes (e.g., when initially created, a joint is connected, etc etc). The flags will be checked and reset by some system during the tick.
Transient flags are for use in the solver only. They should not be directly controlled by settings, or sent back outside of the solver (e.g., not to the game thread).
- See also
- FRigidParticleControlFlags for externally controlled flags.
E.g., the bInertiaConditioningDirty flags is set whenever the particle changes in such a way that the inertia conditioning needs to be recalculated and is reset by the evolution when it has recalculated it.
- Note
- In general the transient flags can be set from multiple locations, but should only ever be cleared in one.