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| ENGINE_API | FPhysScene_Chaos (AActor *InSolverActor=nullptr) |
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| virtual ENGINE_API | ~FPhysScene_Chaos () |
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| ENGINE_API AActor * | GetSolverActor () const |
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| ENGINE_API void | RegisterForCollisionEvents (UPrimitiveComponent *Component) |
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| ENGINE_API void | UnRegisterForCollisionEvents (UPrimitiveComponent *Component) |
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| ENGINE_API void | RegisterForGlobalCollisionEvents (UPrimitiveComponent *Component) |
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| ENGINE_API void | UnRegisterForGlobalCollisionEvents (UPrimitiveComponent *Component) |
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| ENGINE_API void | RegisterForGlobalRemovalEvents (UPrimitiveComponent *Component) |
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| ENGINE_API void | UnRegisterForGlobalRemovalEvents (UPrimitiveComponent *Component) |
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| ENGINE_API void | RegisterAsyncPhysicsTickComponent (UActorComponent *Component) |
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| ENGINE_API void | UnregisterAsyncPhysicsTickComponent (UActorComponent *Component) |
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| ENGINE_API void | RegisterAsyncPhysicsTickActor (AActor *Actor) |
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| ENGINE_API void | UnregisterAsyncPhysicsTickActor (AActor *Actor) |
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| ENGINE_API void | EnqueueAsyncPhysicsCommand (int32 PhysicsStep, UObject *OwningObject, const TFunction< void()> &Command, const bool bEnableResim=false) |
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| ENGINE_API void | AddObject (UPrimitiveComponent *Component, FSkeletalMeshPhysicsProxy *InObject) |
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| ENGINE_API void | AddObject (UPrimitiveComponent *Component, FStaticMeshPhysicsProxy *InObject) |
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| ENGINE_API void | AddObject (UPrimitiveComponent *Component, Chaos::FSingleParticlePhysicsProxy *InObject) |
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| ENGINE_API void | AddObject (UPrimitiveComponent *Component, FGeometryCollectionPhysicsProxy *InObject) |
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| ENGINE_API void | AddObject (UPrimitiveComponent *Component, Chaos::FClusterUnionPhysicsProxy *InObject) |
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| ENGINE_API void | AddToComponentMaps (UPrimitiveComponent *Component, IPhysicsProxyBase *InObject) |
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| ENGINE_API void | RemoveFromComponentMaps (IPhysicsProxyBase *InObject) |
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| ENGINE_API void | RemoveObject (FSkeletalMeshPhysicsProxy *InObject) |
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| ENGINE_API void | RemoveObject (FStaticMeshPhysicsProxy *InObject) |
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| ENGINE_API void | RemoveObject (Chaos::FSingleParticlePhysicsProxy *InObject) |
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| ENGINE_API void | RemoveObject (FGeometryCollectionPhysicsProxy *InObject) |
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| ENGINE_API void | RemoveObject (Chaos::FClusterUnionPhysicsProxy *InObject) |
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| void | PushPendingSerializedStateForObject (UObject *InComponent, Chaos::FSerializedDataBufferPtr &&InState) |
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| Chaos::FSerializedDataBufferPtr | PopPendingSerializedStateForObject (UObject *InComponent) |
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| ENGINE_API IPhysicsReplication * | GetPhysicsReplication () |
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| ENGINE_API IPhysicsReplication * | CreatePhysicsReplication () |
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| ENGINE_API IPhysicsReplicationLOD * | GetPhysicsReplicationLOD () |
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| ENGINE_API IPhysicsReplicationLOD * | CreatePhysicsReplicationLOD () |
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| virtual ENGINE_API void | AddReferencedObjects (FReferenceCollector &Collector) override |
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| template<class OwnerType > |
| OwnerType * | GetOwningComponent (const IPhysicsProxyBase *PhysicsProxy) const |
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| template<> |
| ENGINE_API UPrimitiveComponent * | GetOwningComponent (const IPhysicsProxyBase *PhysicsProxy) const |
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| const TArray< IPhysicsProxyBase * > * | GetOwnedPhysicsProxies (UPrimitiveComponent *Comp) const |
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| ENGINE_API FBodyInstance * | GetBodyInstanceFromProxy (const IPhysicsProxyBase *PhysicsProxy) const |
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| ENGINE_API const FBodyInstance * | GetBodyInstanceFromProxyAndShape (IPhysicsProxyBase *InProxy, int32 InShapeIndex) const |
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| ENGINE_API void | OnWorldEndPlay () |
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| ENGINE_API void | OnWorldBeginPlay () |
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| ENGINE_API void | AddAggregateToScene (const FPhysicsAggregateHandle &InAggregate) |
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| ENGINE_API void | SetOwningWorld (UWorld *InOwningWorld) |
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| ENGINE_API UWorld * | GetOwningWorld () |
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| ENGINE_API const UWorld * | GetOwningWorld () const |
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| ENGINE_API void | ResimNFrames (int32 NumFrames) |
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| ENGINE_API void | RemoveBodyInstanceFromPendingLists_AssumesLocked (FBodyInstance *BodyInstance, int32 SceneType) |
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| ENGINE_API void | AddCustomPhysics_AssumesLocked (FBodyInstance *BodyInstance, FCalculateCustomPhysics &CalculateCustomPhysics) |
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| ENGINE_API void | AddForce_AssumesLocked (FBodyInstance *BodyInstance, const FVector &Force, bool bAllowSubstepping, bool bAccelChange) |
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| ENGINE_API void | AddForceAtPosition_AssumesLocked (FBodyInstance *BodyInstance, const FVector &Force, const FVector &Position, bool bAllowSubstepping, bool bIsLocalForce=false) |
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| ENGINE_API void | AddRadialForceToBody_AssumesLocked (FBodyInstance *BodyInstance, const FVector &Origin, const float Radius, const float Strength, const uint8 Falloff, bool bAccelChange, bool bAllowSubstepping) |
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| ENGINE_API void | ClearForces_AssumesLocked (FBodyInstance *BodyInstance, bool bAllowSubstepping) |
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| ENGINE_API void | AddTorque_AssumesLocked (FBodyInstance *BodyInstance, const FVector &Torque, bool bAllowSubstepping, bool bAccelChange) |
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| ENGINE_API void | ClearTorques_AssumesLocked (FBodyInstance *BodyInstance, bool bAllowSubstepping) |
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| ENGINE_API void | SetKinematicTarget_AssumesLocked (FBodyInstance *BodyInstance, const FTransform &TargetTM, bool bAllowSubstepping) |
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| ENGINE_API bool | GetKinematicTarget_AssumesLocked (const FBodyInstance *BodyInstance, FTransform &OutTM) const |
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| ENGINE_API bool | MarkForPreSimKinematicUpdate (USkeletalMeshComponent *InSkelComp, ETeleportType InTeleport, bool bNeedsSkinning) |
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| ENGINE_API void | ClearPreSimKinematicUpdate (USkeletalMeshComponent *InSkelComp) |
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| ENGINE_API void | AddPendingOnConstraintBreak (FConstraintInstance *ConstraintInstance, int32 SceneType) |
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| ENGINE_API void | AddPendingSleepingEvent (FBodyInstance *BI, ESleepEvent SleepEventType, int32 SceneType) |
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| ENGINE_API int32 | DirtyElementCount (Chaos::ISpatialAccelerationCollection< Chaos::FAccelerationStructureHandle, Chaos::FReal, 3 > &Collection) |
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| ENGINE_API TArray< FCollisionNotifyInfo > & | GetPendingCollisionNotifies (int32 SceneType) |
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| ENGINE_API void | ApplyWorldOffset (FVector InOffset) |
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| virtual ENGINE_API float | OnStartFrame (float InDeltaTime) override |
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| ENGINE_API bool | HandleExecCommands (const TCHAR *Cmd, FOutputDevice *Ar) |
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| ENGINE_API void | ListAwakeRigidBodies (bool bIncludeKinematic) |
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| ENGINE_API int32 | GetNumAwakeBodies () const |
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| ENGINE_API void | StartAsync () |
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| ENGINE_API bool | HasAsyncScene () const |
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| ENGINE_API void | SetPhysXTreeRebuildRate (int32 RebuildRate) |
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| ENGINE_API void | EnsureCollisionTreeIsBuilt (UWorld *World) |
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| ENGINE_API void | KillVisualDebugger () |
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| | DECLARE_MULTICAST_DELEGATE_TwoParams (FOnPhysScenePreTick, FPhysScene_Chaos *, float) |
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| | DECLARE_MULTICAST_DELEGATE_TwoParams (FOnPhysSceneStep, FPhysScene_Chaos *, float) |
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| ENGINE_API bool | ExecPxVis (uint32 SceneType, const TCHAR *Cmd, FOutputDevice *Ar) |
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| ENGINE_API bool | ExecApexVis (uint32 SceneType, const TCHAR *Cmd, FOutputDevice *Ar) |
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| ENGINE_API void | DeferPhysicsStateCreation (UPrimitiveComponent *Component) |
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| ENGINE_API void | RemoveDeferredPhysicsStateCreation (UPrimitiveComponent *Component) |
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| ENGINE_API void | ProcessDeferredCreatePhysicsState () |
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| ENGINE_API bool | PushAsyncCreatePhysicsStateJob (IAsyncPhysicsStateProcessor *Processor) |
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| ENGINE_API bool | PushAsyncDestroyPhysicsStateJob (IAsyncPhysicsStateProcessor *Processor) |
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| ENGINE_API void | RemoveAsyncPhysicsStateJobs (IAsyncPhysicsStateProcessor *Processor) |
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| ENGINE_API void | ProcessAsyncPhysicsStateJobs (bool bWaitForCompletion=false) |
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| UChaosEventRelay * | GetChaosEventRelay () const |
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| ENGINE_API const FRigidBodyState * | GetStateFromReplicationCache (UPrimitiveComponent *RootComponent, int &ServerFrame) |
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| ENGINE_API void | RegisterForReplicationCache (UPrimitiveComponent *RootComponent) |
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| | 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) |
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| FPhysicsReplicationCache * | GetPhysicsReplicationCache () |
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| ENGINE_API void | CreatePhysicsReplicationCache () |
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| struct | UE_DEPRECATED (5.5, "Deprecated, ReplicationCache has been moved to FPhysicsReplicationCache") FReplicationCacheData |
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| struct | UE_DEPRECATED (5.5, "Deprecated, ReplicationCache has been moved to FPhysicsReplicationCache") FPrimitiveComponentReplicationCache |
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| template<> |
| UPrimitiveComponent * | GetOwningComponent (const IPhysicsProxyBase *PhysicsProxy) const |
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| PHYSICSCORE_API | FChaosScene (UObject *OwnerPtr, Chaos::FReal InAsyncDt, const FName &DebugName=NAME_None) |
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| virtual PHYSICSCORE_API | ~FChaosScene () |
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| Chaos::FPhysicsSolver * | GetSolver () const |
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| PHYSICSCORE_API const Chaos::ISpatialAcceleration< Chaos::FAccelerationStructureHandle, Chaos::FReal, 3 > * | GetSpacialAcceleration () const |
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| PHYSICSCORE_API Chaos::ISpatialAcceleration< Chaos::FAccelerationStructureHandle, Chaos::FReal, 3 > * | GetSpacialAcceleration () |
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| PHYSICSCORE_API void | AddActorsToScene_AssumesLocked (TArray< FPhysicsActorHandle > &InHandles, const bool bImmediate=true) |
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| PHYSICSCORE_API void | RemoveActorFromAccelerationStructure (FPhysicsActorHandle Actor) |
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| PHYSICSCORE_API void | RemoveActorFromAccelerationStructureImp (Chaos::FGeometryParticle *Particle) |
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| PHYSICSCORE_API void | UpdateActorsInAccelerationStructure (const TArrayView< FPhysicsActorHandle > &Actors) |
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| PHYSICSCORE_API void | UpdateActorInAccelerationStructure (const FPhysicsActorHandle &Actor) |
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| PHYSICSCORE_API void | WaitPhysScenes () |
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| PHYSICSCORE_API void | CopySolverAccelerationStructure () |
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| PHYSICSCORE_API void | Flush () |
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| PHYSICSCORE_API void | StartFrame () |
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| PHYSICSCORE_API void | SetUpForFrame (const FVector *NewGrav, float InDeltaSeconds, float InMinPhysicsDeltaTime, float InMaxPhysicsDeltaTime, float InMaxSubstepDeltaTime, int32 InMaxSubsteps, bool bSubstepping) |
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| PHYSICSCORE_API void | EndFrame () |
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| | DECLARE_MULTICAST_DELEGATE_OneParam (FOnPhysScenePostTick, FChaosScene *) |
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| PHYSICSCORE_API void | KillSafeAsyncTasks () |
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| PHYSICSCORE_API void | WaitSolverTasks () |
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| PHYSICSCORE_API bool | AreAnyTasksPending () const |
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| PHYSICSCORE_API void | BeginDestroy () |
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| PHYSICSCORE_API bool | IsCompletionEventComplete () const |
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| PHYSICSCORE_API FGraphEventArray | GetCompletionEvents () |
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| void | SetNetworkDeltaTimeScale (float InDeltaTimeScale) |
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| float | GetNetworkDeltaTimeScale () const |
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Low level Chaos scene used when building custom simulations that don't exist in the main world physics scene.