#include <ChaosScopedSceneLock.h>
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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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◆ FScopedSceneLock_Chaos() [1/11]
◆ FScopedSceneLock_Chaos() [2/11]
◆ FScopedSceneLock_Chaos() [3/11]
◆ FScopedSceneLock_Chaos() [4/11]
◆ FScopedSceneLock_Chaos() [5/11]
◆ FScopedSceneLock_Chaos() [6/11]
◆ FScopedSceneLock_Chaos() [7/11]
◆ FScopedSceneLock_Chaos() [8/11]
◆ ~FScopedSceneLock_Chaos()
| FScopedSceneLock_Chaos::~FScopedSceneLock_Chaos |
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◆ FScopedSceneLock_Chaos() [9/11]
◆ FScopedSceneLock_Chaos() [10/11]
◆ FScopedSceneLock_Chaos() [11/11]
◆ GetSceneForActor() [1/2]
◆ GetSceneForActor() [2/2]
◆ GetSolverLock()
◆ LockScene()
| void FScopedSceneLock_Chaos::LockScene |
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◆ LockSceneForConstraint()
◆ operator=() [1/2]
◆ operator=() [2/2]
◆ Release()
| void FScopedSceneLock_Chaos::Release |
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◆ UnlockScene()
| void FScopedSceneLock_Chaos::UnlockScene |
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◆ bHasLock
| bool FScopedSceneLock_Chaos::bHasLock = false |
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protected |
◆ LockType
◆ Solver
◆ ThreadContext
The documentation for this struct was generated from the following files: