UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FRecordedFrame Struct Reference

#include <RecordedTransformTrack.h>

Public Member Functions

void Reset (int32 InNum=0)
 

Public Attributes

TArray< FTransformTransforms
 
TArray< int32TransformIndices
 
TArray< int32PreviousTransformIndices
 
TArray< boolDisabledFlags
 
TArray< FSolverCollisionDataCollisions
 
TArray< FSolverBreakingDataBreakings
 
TSet< FSolverTrailingDataTrailings
 
float Timestamp = 0.0f
 

Detailed Description

Structure describing necessary data to record the results of a physics simulation for rigids. Primarily for recording the results of a geometry collection simulation for later playback

Member Function Documentation

◆ Reset()

void FRecordedFrame::Reset ( int32  InNum = 0)
inline

Member Data Documentation

◆ Breakings

TArray<FSolverBreakingData> FRecordedFrame::Breakings

◆ Collisions

TArray<FSolverCollisionData> FRecordedFrame::Collisions

◆ DisabledFlags

TArray<bool> FRecordedFrame::DisabledFlags

Per-particle list of whether or not they were disabled on this frame. BGallagher change this to be event based - expensive on memory and beginframe iterations

◆ PreviousTransformIndices

TArray<int32> FRecordedFrame::PreviousTransformIndices

Maps to the position in the Transforms array of the previous frame that this entry existed. They can move around as particles either become disabled/enabled or if a particle didn't move since the last frame. This allows us to pick up previous positions for velocities etc.

◆ Timestamp

float FRecordedFrame::Timestamp = 0.0f

◆ Trailings

TSet<FSolverTrailingData> FRecordedFrame::Trailings

◆ TransformIndices

TArray<int32> FRecordedFrame::TransformIndices

After processing, this will map a transform index within this frame out to a body/particle index for the component. This will map back to where the transform was before processing.

◆ Transforms

TArray<FTransform> FRecordedFrame::Transforms

List of transforms recorded for this frame. During execution maps one-to-one with the number of particles. This is handed off for processing when written back to the collection. This processing will remove redundant transforms and populate the indices in FRecordedFrame to handle the remapping


The documentation for this struct was generated from the following file: