![]() |
UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
#include <RecordedTransformTrack.h>
Public Member Functions | |
| void | Reset (int32 InNum=0) |
Public Attributes | |
| TArray< FTransform > | Transforms |
| TArray< int32 > | TransformIndices |
| TArray< int32 > | PreviousTransformIndices |
| TArray< bool > | DisabledFlags |
| TArray< FSolverCollisionData > | Collisions |
| TArray< FSolverBreakingData > | Breakings |
| TSet< FSolverTrailingData > | Trailings |
| float | Timestamp = 0.0f |
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
| TArray<FSolverBreakingData> FRecordedFrame::Breakings |
| TArray<FSolverCollisionData> FRecordedFrame::Collisions |
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
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.
| float FRecordedFrame::Timestamp = 0.0f |
| TSet<FSolverTrailingData> FRecordedFrame::Trailings |
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.
| 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