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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <ImmediatePhysicsActorHandle_Chaos.h>
Friends | |
| struct | FSimulation |
| struct | FJointHandle |
handle associated with a physics actor. This is the proper way to read/write to the physics simulation
| ImmediatePhysics_Chaos::FActorHandle::~FActorHandle | ( | ) |
| void ImmediatePhysics_Chaos::FActorHandle::AddImpulseAtLocation | ( | FVector | Impulse, |
| FVector | Location | ||
| ) |
| void ImmediatePhysics_Chaos::FActorHandle::AddRadialForce | ( | const FVector & | Origin, |
| FReal | Strength, | ||
| FReal | Radius, | ||
| ERadialImpulseFalloff | Falloff, | ||
| EForceType | ForceType | ||
| ) |
| bool ImmediatePhysics_Chaos::FActorHandle::CouldBeDynamic | ( | ) | const |
Returns true the body is or could be dynamic (i.e. currently simulated, or a rigid body that is currently kinematic)
| FReal ImmediatePhysics_Chaos::FActorHandle::GetAngularDamping | ( | ) | const |
Get the angular damping
| FVector ImmediatePhysics_Chaos::FActorHandle::GetAngularVelocity | ( | ) | const |
Get the angular velocity
| bool ImmediatePhysics_Chaos::FActorHandle::GetEnabled | ( | ) | const |
| bool ImmediatePhysics_Chaos::FActorHandle::GetHasCollision | ( | ) | const |
| FVector ImmediatePhysics_Chaos::FActorHandle::GetInertia | ( | ) | const |
| FVector ImmediatePhysics_Chaos::FActorHandle::GetInverseInertia | ( | ) | const |
Get the inverse inertia. Mass-space inverse inertia diagonal vector
| FReal ImmediatePhysics_Chaos::FActorHandle::GetInverseMass | ( | ) | const |
Get the inverse mass.
| bool ImmediatePhysics_Chaos::FActorHandle::GetIsKinematic | ( | ) | const |
Is the actor kinematic
| const FKinematicTarget & ImmediatePhysics_Chaos::FActorHandle::GetKinematicTarget | ( | ) | const |
Gets the kinematic target (next transform) for the actor if one is set (check HasKinematicTarget() to see if a target is available)
| int32 ImmediatePhysics_Chaos::FActorHandle::GetLevel | ( | ) | const |
| FReal ImmediatePhysics_Chaos::FActorHandle::GetLinearDamping | ( | ) | const |
Get the linear damping
| FVector ImmediatePhysics_Chaos::FActorHandle::GetLinearVelocity | ( | ) | const |
Get the linear velocity
| FVector ImmediatePhysics_Chaos::FActorHandle::GetLocalCoMLocation | ( | ) | const |
Get the actor-space centre of mass offset (location only)
| FTransform ImmediatePhysics_Chaos::FActorHandle::GetLocalCoMTransform | ( | ) | const |
Get the actor-space centre of mass offset
| FReal ImmediatePhysics_Chaos::FActorHandle::GetMass | ( | ) | const |
| FReal ImmediatePhysics_Chaos::FActorHandle::GetMaxAngularVelocitySquared | ( | ) | const |
Get the max angular velocity squared
| FReal ImmediatePhysics_Chaos::FActorHandle::GetMaxContactImpulse | ( | ) | const |
Get the max contact impulse
| FReal ImmediatePhysics_Chaos::FActorHandle::GetMaxDepenetrationVelocity | ( | ) | const |
Get the max depenetration velocity
| FReal ImmediatePhysics_Chaos::FActorHandle::GetMaxLinearVelocitySquared | ( | ) | const |
Get the max linear velocity squared
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inline |
| Chaos::FGeometryParticleHandle * ImmediatePhysics_Chaos::FActorHandle::GetParticle | ( | ) |
| const Chaos::FGeometryParticleHandle * ImmediatePhysics_Chaos::FActorHandle::GetParticle | ( | ) | const |
| FTransform ImmediatePhysics_Chaos::FActorHandle::GetWorldTransform | ( | ) | const |
Get the world transform
| bool ImmediatePhysics_Chaos::FActorHandle::HasKinematicTarget | ( | ) | const |
Does this actor have a kinematic target (next kinematic transform to be applied)
| void ImmediatePhysics_Chaos::FActorHandle::InitWorldTransform | ( | const FTransform & | WorldTM | ) |
Sets the world transform, zeroes velocity, etc.
| bool ImmediatePhysics_Chaos::FActorHandle::IsGravityEnabled | ( | ) | const |
Returns true if the world gravity applies to this actor
| bool ImmediatePhysics_Chaos::FActorHandle::IsSimulated | ( | ) | const |
Whether the body is simulating
Set the angular damping
Set the angular velocity
Note that this will not update the colliding pairs in the simulation, so better to change the kinematic state there.
Sets whether world gravity should apply to this actor, assuming it is dynamic
Note that this will not update the colliding pairs in the simulation, so better to change the kinematic state there.
Set the inverse inertia. Mass-space inverse inertia diagonal vector
Set the inverse mass. 0 indicates kinematic object
Normally used to modify a EParticleType::Rigid between kinematic and dynamic. Returns true if that was possible (even if nothing changed). Returns false if it fails - e.g. because there was no current ParticleHandle, or if the particle type was not EParticleType::Rigid (unless the current type was EParticleType::Kinematic and bKinematic was true)
Note that this will not update the colliding pairs in the simulation, so better to change the kinematic state there.
| void ImmediatePhysics_Chaos::FActorHandle::SetKinematicTarget | ( | const FTransform & | WorldTM | ) |
Sets the kinematic target. This will affect velocities as expected
Set the linear damping
Set the linear velocity
| void ImmediatePhysics_Chaos::FActorHandle::SetMaxAngularVelocitySquared | ( | FReal | NewMaxAngularVelocitySquared | ) |
Set the max angular velocity squared
Set the max contact impulse
| void ImmediatePhysics_Chaos::FActorHandle::SetMaxDepenetrationVelocity | ( | FReal | NewMaxDepenetrationVelocity | ) |
Set the max depenetration velocity
| void ImmediatePhysics_Chaos::FActorHandle::SetMaxLinearVelocitySquared | ( | FReal | NewMaxLinearVelocitySquared | ) |
Set the max linear velocity squared
| void ImmediatePhysics_Chaos::FActorHandle::SetWorldTransform | ( | const FTransform & | WorldTM | ) |
Sets the world transform, maintains velocity etc.
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