UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
Chaos::FWritePhysicsObjectInterface< Id > Member List

This is the complete list of members for Chaos::FWritePhysicsObjectInterface< Id >, including all inherited members.

AddConnectivityEdgesBetween(TArrayView< const FPhysicsObjectHandle > FromObjects, TArrayView< const FPhysicsObjectHandle > ToObjects, const FClusterCreationParameters &Parameters)Chaos::FWritePhysicsObjectInterface< Id >
AddForce(TArrayView< const FPhysicsObjectHandle > InObjects, const FVector &Force, bool bInvalidate)Chaos::FWritePhysicsObjectInterface< Id >
AddRadialImpulse(TArrayView< const FPhysicsObjectHandle > InObjects, FVector Origin, float Radius, float Strength, enum ERadialImpulseFalloff Falloff, bool bApplyStrain, bool bInvalidate, bool bVelChange=false)Chaos::FWritePhysicsObjectInterface< Id >
AddRadialImpulse(TArrayView< const FPhysicsObjectHandle > InObjects, FVector Origin, float Radius, float Strength, enum ERadialImpulseFalloff Falloff, bool bApplyStrain, float Strain, bool bInvalidate, bool bVelChange=false, float MinValue=0.f, float MaxValue=1.f)Chaos::FWritePhysicsObjectInterface< Id >
AddTorque(TArrayView< const FPhysicsObjectHandle > InObjects, const FVector &Torque, bool bInvalidate)Chaos::FWritePhysicsObjectInterface< Id >
AddTorque(TArrayView< const FPhysicsObjectHandle > InObjects, const FVector &Torque, bool bInvalidate, bool bAccelChange=false)Chaos::FWritePhysicsObjectInterface< Id >
AddToSpatialAcceleration(TArrayView< const FPhysicsObjectHandle > InObjects, ISpatialAcceleration< TPayloadType, T, d > *SpatialAcceleration)Chaos::FWritePhysicsObjectInterface< Id >inline
AreAllDisabled(TArrayView< const FConstPhysicsObjectHandle > InObjects)Chaos::FReadPhysicsObjectInterface< Id >
AreAllDynamic(TArrayView< const FConstPhysicsObjectHandle > InObjects)Chaos::FReadPhysicsObjectInterface< Id >
AreAllDynamicOrSleeping(TArrayView< const FConstPhysicsObjectHandle > InObjects)Chaos::FReadPhysicsObjectInterface< Id >
AreAllKinematic(TArrayView< const FConstPhysicsObjectHandle > InObjects)Chaos::FReadPhysicsObjectInterface< Id >
AreAllRigidBody(TArrayView< const FConstPhysicsObjectHandle > InObjects)Chaos::FReadPhysicsObjectInterface< Id >
AreAllShapesQueryEnabled(TArrayView< const FConstPhysicsObjectHandle > InObjects)Chaos::FReadPhysicsObjectInterface< Id >
AreAllSleeping(TArrayView< const FConstPhysicsObjectHandle > InObjects)Chaos::FReadPhysicsObjectInterface< Id >
AreAllValid(TArrayView< const FConstPhysicsObjectHandle > InObjects)Chaos::FReadPhysicsObjectInterface< Id >
CreateAccelerationStructureHandle(const FConstPhysicsObjectHandle Handle)Chaos::FReadPhysicsObjectInterface< Id >
ForceKinematic(TArrayView< const FPhysicsObjectHandle > InObjects)Chaos::FWritePhysicsObjectInterface< Id >
FPhysicsObjectInterfaceChaos::FWritePhysicsObjectInterface< Id >friend
FReadPhysicsObjectInterface()=defaultChaos::FReadPhysicsObjectInterface< Id >protected
FWritePhysicsObjectInterface()=defaultChaos::FWritePhysicsObjectInterface< Id >protected
GetAllParticles(TArrayView< const FConstPhysicsObjectHandle > InObjects)Chaos::FReadPhysicsObjectInterface< Id >
GetAllRigidParticles(TArrayView< const FConstPhysicsObjectHandle > InObjects, bool bIncludeNulls=false)Chaos::FReadPhysicsObjectInterface< Id >
GetAllShapes(TArrayView< const FConstPhysicsObjectHandle > InObjects)Chaos::FReadPhysicsObjectInterface< Id >
GetAllThreadShapes(TArrayView< const FConstPhysicsObjectHandle > InObjects)Chaos::FReadPhysicsObjectInterface< Id >
GetBounds(TArrayView< const FConstPhysicsObjectHandle > InObjects)Chaos::FReadPhysicsObjectInterface< Id >
GetClosestPhysicsBodyFromLocation(TArrayView< const FConstPhysicsObjectHandle > InObjects, const FVector &WorldLocation)Chaos::FReadPhysicsObjectInterface< Id >
GetClusterHierarchyLevel(const FConstPhysicsObjectHandle Object)Chaos::FReadPhysicsObjectInterface< Id >
GetCoM(const FConstPhysicsObjectHandle Object)Chaos::FReadPhysicsObjectInterface< Id >
GetGeometry(const FConstPhysicsObjectHandle Handle)Chaos::FReadPhysicsObjectInterface< Id >
GetKinematicParticle(const FConstPhysicsObjectHandle Object)Chaos::FReadPhysicsObjectInterface< Id >
GetMass(TArrayView< const FConstPhysicsObjectHandle > InObjects)Chaos::FReadPhysicsObjectInterface< Id >
GetParticle(const FConstPhysicsObjectHandle Object)Chaos::FReadPhysicsObjectInterface< Id >
GetR(const FConstPhysicsObjectHandle Object)Chaos::FReadPhysicsObjectInterface< Id >
GetRigidParticle(const FConstPhysicsObjectHandle Object)Chaos::FReadPhysicsObjectInterface< Id >
GetRootObject(const FConstPhysicsObjectHandle Object)Chaos::FReadPhysicsObjectInterface< Id >
GetSpatialIndex(const FConstPhysicsObjectHandle Object)Chaos::FReadPhysicsObjectInterface< Id >
GetTransform(const FConstPhysicsObjectHandle Object)Chaos::FReadPhysicsObjectInterface< Id >
GetUserDefinedEntity(const FConstPhysicsObjectHandle Object)Chaos::FReadPhysicsObjectInterface< Id >
GetV(const FConstPhysicsObjectHandle Object)Chaos::FReadPhysicsObjectInterface< Id >
GetVAtPoint(const FConstPhysicsObjectHandle Object, const FVector &Point)Chaos::FReadPhysicsObjectInterface< Id >
GetW(const FConstPhysicsObjectHandle Object)Chaos::FReadPhysicsObjectInterface< Id >
GetWorldBounds(TArrayView< const FConstPhysicsObjectHandle > InObjects)Chaos::FReadPhysicsObjectInterface< Id >
GetWorldCoM(const FConstPhysicsObjectHandle Object)Chaos::FReadPhysicsObjectInterface< Id >
GetX(const FConstPhysicsObjectHandle Object)Chaos::FReadPhysicsObjectInterface< Id >
HasChildren(const FConstPhysicsObjectHandle Object)Chaos::FReadPhysicsObjectInterface< Id >
PutToSleep(TArrayView< const FPhysicsObjectHandle > InObjects)Chaos::FWritePhysicsObjectInterface< Id >
RemoveFromSpatialAcceleration(TArrayView< const FPhysicsObjectHandle > InObjects, ISpatialAcceleration< TPayloadType, T, d > *SpatialAcceleration)Chaos::FWritePhysicsObjectInterface< Id >inline
SetAngularEtherDrag(TArrayView< const FPhysicsObjectHandle > InObjects, float InAngularDrag)Chaos::FWritePhysicsObjectInterface< Id >
SetAngularVelocityInRadians(TArrayView< const FPhysicsObjectHandle > InObjects, const FVector &InAngularVelocity, bool bAddToCurrent=false)Chaos::FWritePhysicsObjectInterface< Id >
SetLinearEtherDrag(TArrayView< const FPhysicsObjectHandle > InObjects, float InLinearDrag)Chaos::FWritePhysicsObjectInterface< Id >
SetLinearImpulseVelocity(TArrayView< const FPhysicsObjectHandle > InObjects, const FVector &Impulse, bool bVelChange)Chaos::FWritePhysicsObjectInterface< Id >
SetLinearVelocity(TArrayView< const FPhysicsObjectHandle > InObjects, const FVector &InVelocity, bool bAddToCurrent=false)Chaos::FWritePhysicsObjectInterface< Id >
SetUserDefinedEntity(TArrayView< const FPhysicsObjectHandle > InObjects, FChaosUserDefinedEntity *UserDefinedEntity)Chaos::FWritePhysicsObjectInterface< Id >
UpdateCombinedShapeFilterData(TArrayView< const FPhysicsObjectHandle > InObjects, const Chaos::Filter::FCombinedShapeFilterData &CombinedShapeFilter)Chaos::FWritePhysicsObjectInterface< Id >
UpdateShapeCollisionFlags(TArrayView< const FPhysicsObjectHandle > InObjects, bool bSimCollision, bool bQueryCollision)Chaos::FWritePhysicsObjectInterface< Id >
UpdateShapeFilterData(TArrayView< const FPhysicsObjectHandle > InObjects, const FCollisionFilterData &QueryData, const FCollisionFilterData &SimData)Chaos::FWritePhysicsObjectInterface< Id >
VisitEveryShape(TArrayView< const FConstPhysicsObjectHandle > InObjects, TFunctionRef< bool(const FConstPhysicsObjectHandle, TThreadShapeInstance< Id > *)> Lambda)Chaos::FReadPhysicsObjectInterface< Id >
WakeUp(TArrayView< const FPhysicsObjectHandle > InObjects)Chaos::FWritePhysicsObjectInterface< Id >