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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <CollisionConstraintAllocator.h>
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| class | Private::FCollisionConstraintAllocator |
| class | FSortConstraintTask |
| class | FMergeConstraintsTask |
| class | Chaos::FSpatialAccelerationBroadPhase |
Container the storage for the FCollisionConstraintAllocator, as well as the API to create new midphases and collision constraints. We have one of these objects per thread on which collisions detection is performed to get lock-free allocations and lists.
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Set the constraint as Active - it will be added to the graph and solved this tick. NOTE: The definitive active constraints list is compiled after the parallel phase is complete (FCollisionConstraintAllocator::ProcessNewConstraints).
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Create an uninitialized collision constraint (public only for use by Resim which overwrites it with a saved constraint)
| FPBDCollisionConstraintPtr Chaos::Private::FCollisionContextAllocator::CreateConstraint | ( | FGeometryParticleHandle * | Particle0, |
| const FImplicitObject * | Implicit0, | ||
| const FPerShapeData * | Shape0, | ||
| const FBVHParticles * | Simplicial0, | ||
| const FRigidTransform3 & | ShapeRelativeTransform0, | ||
| FGeometryParticleHandle * | Particle1, | ||
| const FImplicitObject * | Implicit1, | ||
| const FPerShapeData * | Shape1, | ||
| const FBVHParticles * | Simplicial1, | ||
| const FRigidTransform3 & | ShapeRelativeTransform1, | ||
| const FReal | CullDistance, | ||
| const bool | bUseManifold, | ||
| const EContactShapesType | ShapePairType | ||
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Create a constraint (called by the MidPhase)
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Return a midphase for a particle pair if it already exists, otherwise return null
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The current epoch used to determine if a collision is up to date
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Return a midphase for a particle pair. This wil create a new midphase if the particle pairs were not recently overlapping, or return an existing one if they were.
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