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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <GeometryCollectionProxyData.h>
Public Member Functions | |
| CHAOS_API | FGeometryCollectionDynamicStateFacade (FGeometryDynamicCollection &InCollection) |
| CHAOS_API bool | IsValid () const |
| CHAOS_API bool | IsActive (int32 TransformIndex) const |
| CHAOS_API bool | IsDynamicOrSleeping (int32 TransformIndex) const |
| CHAOS_API bool | IsSleeping (int32 TransformIndex) const |
| CHAOS_API bool | HasChildren (int32 TransformIndex) const |
| CHAOS_API bool | HasBrokenOff (int32 TransformIndex) const |
| CHAOS_API bool | HasInternalClusterParent (int32 TransformIndex) const |
| CHAOS_API bool | HasDynamicInternalClusterParent (int32 TransformIndex) const |
| CHAOS_API bool | HasClusterUnionParent (int32 TransformIndex) const |
Provides an API for dynamic state related attributes physics state , broken state, current parent (normal or internal clusters ) To be used with the dynamic collection
| FGeometryCollectionDynamicStateFacade::FGeometryCollectionDynamicStateFacade | ( | FGeometryDynamicCollection & | InCollection | ) |
return true if the transform has broken off its parent
whether there's children attached to this transform (Cluster)
Return true if the transform has a cluster union parent.
| bool FGeometryCollectionDynamicStateFacade::HasDynamicInternalClusterParent | ( | int32 | TransformIndex | ) | const |
return true if the transform has an internal cluster parent in a dynamic state
return true if the transform has an internal cluster parent
return true if the transform is active
return true if the transform is in a dynamic or sleeping state
return true if the transform is in a sleeping state
| bool FGeometryCollectionDynamicStateFacade::IsValid | ( | ) | const |
returns true if all the necessary attributes are present