#include <ChaosScopedSceneLock.h>
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| ENGINE_API | FScopedSceneLockWithContext_Chaos (const FPhysicsActorHandle &InActorHandle, EPhysicsInterfaceScopedLockType InLockType, EPhysicsInterfaceScopedThreadContext InThreadContext, EPhysicsInterfaceScopedTransactionMode InTransactionMode) |
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| ENGINE_API | FScopedSceneLockWithContext_Chaos (FPhysicsConstraintHandle const *InConstraintHandle, EPhysicsInterfaceScopedLockType InLockType, EPhysicsInterfaceScopedThreadContext InThreadContext, EPhysicsInterfaceScopedTransactionMode InTransactionMode) |
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| ENGINE_API | FScopedSceneLock_Chaos (const FPhysicsActorHandle &InActorHandle, EPhysicsInterfaceScopedLockType InLockType) |
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| ENGINE_API | FScopedSceneLock_Chaos (const FPhysicsActorHandle &InActorHandleA, const FPhysicsActorHandle &InActorHandleB, EPhysicsInterfaceScopedLockType InLockType) |
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| ENGINE_API | FScopedSceneLock_Chaos (FPhysicsActorHandle const *InActorHandle, EPhysicsInterfaceScopedLockType InLockType) |
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| ENGINE_API | FScopedSceneLock_Chaos (FPhysicsActorHandle const *InActorHandleA, FPhysicsActorHandle const *InActorHandleB, EPhysicsInterfaceScopedLockType InLockType) |
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| ENGINE_API | FScopedSceneLock_Chaos (FPhysicsConstraintHandle const *InConstraintHandle, EPhysicsInterfaceScopedLockType InLockType) |
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| ENGINE_API | FScopedSceneLock_Chaos (USkeletalMeshComponent *InSkelMeshComp, EPhysicsInterfaceScopedLockType InLockType) |
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| ENGINE_API | FScopedSceneLock_Chaos (Chaos::FPhysicsObjectHandle InObjectA, Chaos::FPhysicsObjectHandle InObjectB, EPhysicsInterfaceScopedLockType InLockType) |
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| ENGINE_API | FScopedSceneLock_Chaos (FChaosScene *InScene, EPhysicsInterfaceScopedLockType InLockType) |
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| ENGINE_API | ~FScopedSceneLock_Chaos () |
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| | FScopedSceneLock_Chaos (FScopedSceneLock_Chaos &Other)=delete |
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| FScopedSceneLock_Chaos & | operator= (FScopedSceneLock_Chaos &Other)=delete |
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| ENGINE_API | FScopedSceneLock_Chaos (FScopedSceneLock_Chaos &&Other) |
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| ENGINE_API FScopedSceneLock_Chaos & | operator= (FScopedSceneLock_Chaos &&Other) |
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| ENGINE_API void | Release () |
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◆ FScopedSceneLockWithContext_Chaos() [1/2]
◆ FScopedSceneLockWithContext_Chaos() [2/2]
The documentation for this struct was generated from the following files: