UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
Chaos::FRigidParticleTransientFlags Class Reference

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. More...

#include <RigidParticleControlFlags.h>

Public Types

using FStorage = uint8
 

Public Member Functions

 FRigidParticleTransientFlags ()
 
FStorage GetFlags () const
 
void SetFlags (const FStorage InFlags)
 
bool GetInertiaConditioningDirty () const
 
void SetInertiaConditioningDirty ()
 
void ClearInertiaConditioningDirty ()
 
bool GetUseIgnoreCollisionManager () const
 
void SetUseIgnoreCollisionManager ()
 
void ClearUseIgnoreCollisionManager ()
 
bool GetIsMovingKinematic () const
 
void SetIsMovingKinematic ()
 
void ClearIsMovingKinematic ()
 

Detailed Description

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.

Member Typedef Documentation

◆ FStorage

Constructor & Destructor Documentation

◆ FRigidParticleTransientFlags()

Chaos::FRigidParticleTransientFlags::FRigidParticleTransientFlags ( )
inline

Member Function Documentation

◆ ClearInertiaConditioningDirty()

void Chaos::FRigidParticleTransientFlags::ClearInertiaConditioningDirty ( )
inline

◆ ClearIsMovingKinematic()

void Chaos::FRigidParticleTransientFlags::ClearIsMovingKinematic ( )
inline

◆ ClearUseIgnoreCollisionManager()

void Chaos::FRigidParticleTransientFlags::ClearUseIgnoreCollisionManager ( )
inline

◆ GetFlags()

FStorage Chaos::FRigidParticleTransientFlags::GetFlags ( ) const
inline

◆ GetInertiaConditioningDirty()

bool Chaos::FRigidParticleTransientFlags::GetInertiaConditioningDirty ( ) const
inline

◆ GetIsMovingKinematic()

bool Chaos::FRigidParticleTransientFlags::GetIsMovingKinematic ( ) const
inline

◆ GetUseIgnoreCollisionManager()

bool Chaos::FRigidParticleTransientFlags::GetUseIgnoreCollisionManager ( ) const
inline

◆ SetFlags()

void Chaos::FRigidParticleTransientFlags::SetFlags ( const FStorage  InFlags)
inline

◆ SetInertiaConditioningDirty()

void Chaos::FRigidParticleTransientFlags::SetInertiaConditioningDirty ( )
inline

◆ SetIsMovingKinematic()

void Chaos::FRigidParticleTransientFlags::SetIsMovingKinematic ( )
inline

◆ SetUseIgnoreCollisionManager()

void Chaos::FRigidParticleTransientFlags::SetUseIgnoreCollisionManager ( )
inline

Member Data Documentation

◆ Bits

FStorage Chaos::FRigidParticleTransientFlags::Bits

◆ Flags

FFlags Chaos::FRigidParticleTransientFlags::Flags

The documentation for this class was generated from the following file: