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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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This is the complete list of members for FPhysScene_Chaos, including all inherited members.
| AddActorsToScene_AssumesLocked(TArray< FPhysicsActorHandle > &InHandles, const bool bImmediate=true) | FChaosScene | |
| AddAggregateToScene(const FPhysicsAggregateHandle &InAggregate) | FPhysScene_Chaos | |
| AddCustomPhysics_AssumesLocked(FBodyInstance *BodyInstance, FCalculateCustomPhysics &CalculateCustomPhysics) | FPhysScene_Chaos | |
| AddForce_AssumesLocked(FBodyInstance *BodyInstance, const FVector &Force, bool bAllowSubstepping, bool bAccelChange) | FPhysScene_Chaos | |
| AddForceAtPosition_AssumesLocked(FBodyInstance *BodyInstance, const FVector &Force, const FVector &Position, bool bAllowSubstepping, bool bIsLocalForce=false) | FPhysScene_Chaos | |
| AddObject(UPrimitiveComponent *Component, FSkeletalMeshPhysicsProxy *InObject) | FPhysScene_Chaos | |
| AddObject(UPrimitiveComponent *Component, FStaticMeshPhysicsProxy *InObject) | FPhysScene_Chaos | |
| AddObject(UPrimitiveComponent *Component, Chaos::FSingleParticlePhysicsProxy *InObject) | FPhysScene_Chaos | |
| AddObject(UPrimitiveComponent *Component, FGeometryCollectionPhysicsProxy *InObject) | FPhysScene_Chaos | |
| AddObject(UPrimitiveComponent *Component, Chaos::FClusterUnionPhysicsProxy *InObject) | FPhysScene_Chaos | |
| AddPendingOnConstraintBreak(FConstraintInstance *ConstraintInstance, int32 SceneType) | FPhysScene_Chaos | |
| AddPendingSleepingEvent(FBodyInstance *BI, ESleepEvent SleepEventType, int32 SceneType) | FPhysScene_Chaos | |
| AddRadialForceToBody_AssumesLocked(FBodyInstance *BodyInstance, const FVector &Origin, const float Radius, const float Strength, const uint8 Falloff, bool bAccelChange, bool bAllowSubstepping) | FPhysScene_Chaos | |
| AddReferencedObjects(FReferenceCollector &Collector) override | FPhysScene_Chaos | virtual |
| AddToComponentMaps(UPrimitiveComponent *Component, IPhysicsProxyBase *InObject) | FPhysScene_Chaos | |
| AddTorque_AssumesLocked(FBodyInstance *BodyInstance, const FVector &Torque, bool bAllowSubstepping, bool bAccelChange) | FPhysScene_Chaos | |
| ApplyWorldOffset(FVector InOffset) | FPhysScene_Chaos | |
| AreAnyTasksPending() const | FChaosScene | |
| BeginDestroy() | FChaosScene | |
| ChaosInterface::FScopedSceneReadLock | FPhysScene_Chaos | friend |
| ChaosModule | FChaosScene | protected |
| ClearForces_AssumesLocked(FBodyInstance *BodyInstance, bool bAllowSubstepping) | FPhysScene_Chaos | |
| ClearPreSimKinematicUpdate(USkeletalMeshComponent *InSkelComp) | FPhysScene_Chaos | |
| ClearTorques_AssumesLocked(FBodyInstance *BodyInstance, bool bAllowSubstepping) | FPhysScene_Chaos | |
| CollisionModifierCallback | FPhysScene_Chaos | static |
| CopySolverAccelerationStructure() | FChaosScene | |
| CreatePhysicsReplication() | FPhysScene_Chaos | |
| CreatePhysicsReplicationCache() | FPhysScene_Chaos | |
| CreatePhysicsReplicationLOD() | FPhysScene_Chaos | |
| DECLARE_MULTICAST_DELEGATE_OneParam(FOnPhysScenePostTick, FChaosScene *) | FChaosScene | |
| DECLARE_MULTICAST_DELEGATE_TwoParams(FOnPhysScenePreTick, FPhysScene_Chaos *, float) | FPhysScene_Chaos | |
| DECLARE_MULTICAST_DELEGATE_TwoParams(FOnPhysSceneStep, FPhysScene_Chaos *, float) | FPhysScene_Chaos | |
| DeferPhysicsStateCreation(UPrimitiveComponent *Component) | FPhysScene_Chaos | |
| DirtyElementCount(Chaos::ISpatialAccelerationCollection< Chaos::FAccelerationStructureHandle, Chaos::FReal, 3 > &Collection) | FPhysScene_Chaos | |
| EndFrame() | FChaosScene | |
| EnqueueAsyncPhysicsCommand(int32 PhysicsStep, UObject *OwningObject, const TFunction< void()> &Command, const bool bEnableResim=false) | FPhysScene_Chaos | |
| EnsureCollisionTreeIsBuilt(UWorld *World) | FPhysScene_Chaos | |
| ExecApexVis(uint32 SceneType, const TCHAR *Cmd, FOutputDevice *Ar) | FPhysScene_Chaos | |
| ExecPxVis(uint32 SceneType, const TCHAR *Cmd, FOutputDevice *Ar) | FPhysScene_Chaos | |
| FChaosScene(UObject *OwnerPtr, Chaos::FReal InAsyncDt, const FName &DebugName=NAME_None) | FChaosScene | |
| Flush() | FChaosScene | |
| FPhysScene_Chaos(AActor *InSolverActor=nullptr) | FPhysScene_Chaos | |
| FScopedSceneLock_Chaos | FPhysScene_Chaos | friend |
| GetBodyInstanceFromProxy(const IPhysicsProxyBase *PhysicsProxy) const | FPhysScene_Chaos | |
| GetBodyInstanceFromProxyAndShape(IPhysicsProxyBase *InProxy, int32 InShapeIndex) const | FPhysScene_Chaos | |
| GetChaosEventRelay() const | FPhysScene_Chaos | inline |
| GetCompletionEvents() | FChaosScene | |
| GetKinematicTarget_AssumesLocked(const FBodyInstance *BodyInstance, FTransform &OutTM) const | FPhysScene_Chaos | |
| GetNetworkDeltaTimeScale() const | FChaosScene | inline |
| GetNumAwakeBodies() const | FPhysScene_Chaos | |
| GetOwnedPhysicsProxies(UPrimitiveComponent *Comp) const | FPhysScene_Chaos | inline |
| GetOwningComponent(const IPhysicsProxyBase *PhysicsProxy) const | FPhysScene_Chaos | inline |
| GetOwningComponent(const IPhysicsProxyBase *PhysicsProxy) const | FPhysScene_Chaos | |
| GetOwningComponent(const IPhysicsProxyBase *PhysicsProxy) const | FPhysScene_Chaos | |
| GetOwningWorld() | FPhysScene_Chaos | |
| GetOwningWorld() const | FPhysScene_Chaos | |
| GetPendingCollisionNotifies(int32 SceneType) | FPhysScene_Chaos | |
| GetPhysicsReplication() | FPhysScene_Chaos | |
| GetPhysicsReplicationCache() | FPhysScene_Chaos | inline |
| GetPhysicsReplicationLOD() | FPhysScene_Chaos | |
| GetSolver() const | FChaosScene | inline |
| GetSolverActor() const | FPhysScene_Chaos | |
| GetSpacialAcceleration() const | FChaosScene | |
| GetSpacialAcceleration() | FChaosScene | |
| GetStateFromReplicationCache(UPrimitiveComponent *RootComponent, int &ServerFrame) | FPhysScene_Chaos | |
| HandleExecCommands(const TCHAR *Cmd, FOutputDevice *Ar) | FPhysScene_Chaos | |
| HasAsyncScene() const | FPhysScene_Chaos | |
| IsCompletionEventComplete() const | FChaosScene | |
| KillSafeAsyncTasks() | FChaosScene | |
| KillVisualDebugger() | FPhysScene_Chaos | |
| ListAwakeRigidBodies(bool bIncludeKinematic) | FPhysScene_Chaos | |
| MarkForPreSimKinematicUpdate(USkeletalMeshComponent *InSkelComp, ETeleportType InTeleport, bool bNeedsSkinning) | FPhysScene_Chaos | |
| MDeltaTime | FChaosScene | protected |
| MNetworkDeltaTimeScale | FChaosScene | protected |
| OnPhysScenePostTick | FChaosScene | |
| OnPhysScenePreTick | FPhysScene_Chaos | |
| OnPhysSceneStep | FPhysScene_Chaos | |
| OnStartFrame(float InDeltaTime) override | FPhysScene_Chaos | virtual |
| OnWorldBeginPlay() | FPhysScene_Chaos | |
| OnWorldEndPlay() | FPhysScene_Chaos | |
| Owner | FChaosScene | protected |
| PhysicsReplicationFactory | FPhysScene_Chaos | static |
| PopPendingSerializedStateForObject(UObject *InComponent) | FPhysScene_Chaos | |
| ProcessAsyncPhysicsStateJobs(bool bWaitForCompletion=false) | FPhysScene_Chaos | |
| ProcessDeferredCreatePhysicsState() | FPhysScene_Chaos | |
| PushAsyncCreatePhysicsStateJob(IAsyncPhysicsStateProcessor *Processor) | FPhysScene_Chaos | |
| PushAsyncDestroyPhysicsStateJob(IAsyncPhysicsStateProcessor *Processor) | FPhysScene_Chaos | |
| PushPendingSerializedStateForObject(UObject *InComponent, Chaos::FSerializedDataBufferPtr &&InState) | FPhysScene_Chaos | |
| RegisterAsyncPhysicsTickActor(AActor *Actor) | FPhysScene_Chaos | |
| RegisterAsyncPhysicsTickComponent(UActorComponent *Component) | FPhysScene_Chaos | |
| RegisterForCollisionEvents(UPrimitiveComponent *Component) | FPhysScene_Chaos | |
| RegisterForGlobalCollisionEvents(UPrimitiveComponent *Component) | FPhysScene_Chaos | |
| RegisterForGlobalRemovalEvents(UPrimitiveComponent *Component) | FPhysScene_Chaos | |
| RegisterForReplicationCache(UPrimitiveComponent *RootComponent) | FPhysScene_Chaos | |
| RemoveActorFromAccelerationStructure(FPhysicsActorHandle Actor) | FChaosScene | |
| RemoveActorFromAccelerationStructureImp(Chaos::FGeometryParticle *Particle) | FChaosScene | |
| RemoveAsyncPhysicsStateJobs(IAsyncPhysicsStateProcessor *Processor) | FPhysScene_Chaos | |
| RemoveBodyInstanceFromPendingLists_AssumesLocked(FBodyInstance *BodyInstance, int32 SceneType) | FPhysScene_Chaos | |
| RemoveDeferredPhysicsStateCreation(UPrimitiveComponent *Component) | FPhysScene_Chaos | |
| RemoveFromComponentMaps(IPhysicsProxyBase *InObject) | FPhysScene_Chaos | |
| RemoveObject(FSkeletalMeshPhysicsProxy *InObject) | FPhysScene_Chaos | |
| RemoveObject(FStaticMeshPhysicsProxy *InObject) | FPhysScene_Chaos | |
| RemoveObject(Chaos::FSingleParticlePhysicsProxy *InObject) | FPhysScene_Chaos | |
| RemoveObject(FGeometryCollectionPhysicsProxy *InObject) | FPhysScene_Chaos | |
| RemoveObject(Chaos::FClusterUnionPhysicsProxy *InObject) | FPhysScene_Chaos | |
| ResimNFrames(int32 NumFrames) | FPhysScene_Chaos | |
| SceneSolver | FChaosScene | protected |
| SetKinematicTarget_AssumesLocked(FBodyInstance *BodyInstance, const FTransform &TargetTM, bool bAllowSubstepping) | FPhysScene_Chaos | |
| SetNetworkDeltaTimeScale(float InDeltaTimeScale) | FChaosScene | inline |
| SetOwningWorld(UWorld *InOwningWorld) | FPhysScene_Chaos | |
| SetPhysXTreeRebuildRate(int32 RebuildRate) | FPhysScene_Chaos | |
| SetUpForFrame(const FVector *NewGrav, float InDeltaSeconds, float InMinPhysicsDeltaTime, float InMaxPhysicsDeltaTime, float InMaxSubstepDeltaTime, int32 InMaxSubsteps, bool bSubstepping) | FChaosScene | |
| SolverAccelerationStructure | FChaosScene | protected |
| StartAsync() | FPhysScene_Chaos | |
| StartFrame() | FChaosScene | |
| Super typedef | FPhysScene_Chaos | |
| SupportsAsyncPhysicsStateCreation() | FPhysScene_Chaos | static |
| SupportsAsyncPhysicsStateDestruction() | FPhysScene_Chaos | static |
| SupportsOriginShifting() | FPhysScene_Chaos | static |
| UE_DEPRECATED(5.5, "Deprecated, ReplicationCache has been moved to FPhysicsReplicationCache and it's getting populated automatically. Use GetStateFromReplicationCache() and RegisterForReplicationCache() to use the replication cache. ") void PopulateReplicationCache(const int32 PhysicsStep) | FPhysScene_Chaos | inline |
| UE_DEPRECATED(5.5, "Deprecated, ReplicationCache has been moved to FPhysicsReplicationCache") FReplicationCacheData | FPhysScene_Chaos | inline |
| UE_DEPRECATED(5.5, "Deprecated, ReplicationCache has been moved to FPhysicsReplicationCache") FPrimitiveComponentReplicationCache | FPhysScene_Chaos | inline |
| UnregisterAsyncPhysicsTickActor(AActor *Actor) | FPhysScene_Chaos | |
| UnregisterAsyncPhysicsTickComponent(UActorComponent *Component) | FPhysScene_Chaos | |
| UnRegisterForCollisionEvents(UPrimitiveComponent *Component) | FPhysScene_Chaos | |
| UnRegisterForGlobalCollisionEvents(UPrimitiveComponent *Component) | FPhysScene_Chaos | |
| UnRegisterForGlobalRemovalEvents(UPrimitiveComponent *Component) | FPhysScene_Chaos | |
| UpdateActorInAccelerationStructure(const FPhysicsActorHandle &Actor) | FChaosScene | |
| UpdateActorsInAccelerationStructure(const TArrayView< FPhysicsActorHandle > &Actors) | FChaosScene | |
| WaitPhysScenes() | FChaosScene | |
| WaitSolverTasks() | FChaosScene | |
| ~FChaosScene() | FChaosScene | virtual |
| ~FPhysScene_Chaos() | FPhysScene_Chaos | virtual |