UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FPhysScene_Chaos Member List

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) overrideFPhysScene_Chaosvirtual
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() constFChaosScene
BeginDestroy()FChaosScene
ChaosInterface::FScopedSceneReadLockFPhysScene_Chaosfriend
ChaosModuleFChaosSceneprotected
ClearForces_AssumesLocked(FBodyInstance *BodyInstance, bool bAllowSubstepping)FPhysScene_Chaos
ClearPreSimKinematicUpdate(USkeletalMeshComponent *InSkelComp)FPhysScene_Chaos
ClearTorques_AssumesLocked(FBodyInstance *BodyInstance, bool bAllowSubstepping)FPhysScene_Chaos
CollisionModifierCallbackFPhysScene_Chaosstatic
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_ChaosFPhysScene_Chaosfriend
GetBodyInstanceFromProxy(const IPhysicsProxyBase *PhysicsProxy) constFPhysScene_Chaos
GetBodyInstanceFromProxyAndShape(IPhysicsProxyBase *InProxy, int32 InShapeIndex) constFPhysScene_Chaos
GetChaosEventRelay() constFPhysScene_Chaosinline
GetCompletionEvents()FChaosScene
GetKinematicTarget_AssumesLocked(const FBodyInstance *BodyInstance, FTransform &OutTM) constFPhysScene_Chaos
GetNetworkDeltaTimeScale() constFChaosSceneinline
GetNumAwakeBodies() constFPhysScene_Chaos
GetOwnedPhysicsProxies(UPrimitiveComponent *Comp) constFPhysScene_Chaosinline
GetOwningComponent(const IPhysicsProxyBase *PhysicsProxy) constFPhysScene_Chaosinline
GetOwningComponent(const IPhysicsProxyBase *PhysicsProxy) constFPhysScene_Chaos
GetOwningComponent(const IPhysicsProxyBase *PhysicsProxy) constFPhysScene_Chaos
GetOwningWorld()FPhysScene_Chaos
GetOwningWorld() constFPhysScene_Chaos
GetPendingCollisionNotifies(int32 SceneType)FPhysScene_Chaos
GetPhysicsReplication()FPhysScene_Chaos
GetPhysicsReplicationCache()FPhysScene_Chaosinline
GetPhysicsReplicationLOD()FPhysScene_Chaos
GetSolver() constFChaosSceneinline
GetSolverActor() constFPhysScene_Chaos
GetSpacialAcceleration() constFChaosScene
GetSpacialAcceleration()FChaosScene
GetStateFromReplicationCache(UPrimitiveComponent *RootComponent, int &ServerFrame)FPhysScene_Chaos
HandleExecCommands(const TCHAR *Cmd, FOutputDevice *Ar)FPhysScene_Chaos
HasAsyncScene() constFPhysScene_Chaos
IsCompletionEventComplete() constFChaosScene
KillSafeAsyncTasks()FChaosScene
KillVisualDebugger()FPhysScene_Chaos
ListAwakeRigidBodies(bool bIncludeKinematic)FPhysScene_Chaos
MarkForPreSimKinematicUpdate(USkeletalMeshComponent *InSkelComp, ETeleportType InTeleport, bool bNeedsSkinning)FPhysScene_Chaos
MDeltaTimeFChaosSceneprotected
MNetworkDeltaTimeScaleFChaosSceneprotected
OnPhysScenePostTickFChaosScene
OnPhysScenePreTickFPhysScene_Chaos
OnPhysSceneStepFPhysScene_Chaos
OnStartFrame(float InDeltaTime) overrideFPhysScene_Chaosvirtual
OnWorldBeginPlay()FPhysScene_Chaos
OnWorldEndPlay()FPhysScene_Chaos
OwnerFChaosSceneprotected
PhysicsReplicationFactoryFPhysScene_Chaosstatic
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
SceneSolverFChaosSceneprotected
SetKinematicTarget_AssumesLocked(FBodyInstance *BodyInstance, const FTransform &TargetTM, bool bAllowSubstepping)FPhysScene_Chaos
SetNetworkDeltaTimeScale(float InDeltaTimeScale)FChaosSceneinline
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
SolverAccelerationStructureFChaosSceneprotected
StartAsync()FPhysScene_Chaos
StartFrame()FChaosScene
Super typedefFPhysScene_Chaos
SupportsAsyncPhysicsStateCreation()FPhysScene_Chaosstatic
SupportsAsyncPhysicsStateDestruction()FPhysScene_Chaosstatic
SupportsOriginShifting()FPhysScene_Chaosstatic
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_Chaosinline
UE_DEPRECATED(5.5, "Deprecated, ReplicationCache has been moved to FPhysicsReplicationCache") FReplicationCacheDataFPhysScene_Chaosinline
UE_DEPRECATED(5.5, "Deprecated, ReplicationCache has been moved to FPhysicsReplicationCache") FPrimitiveComponentReplicationCacheFPhysScene_Chaosinline
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()FChaosScenevirtual
~FPhysScene_Chaos()FPhysScene_Chaosvirtual