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

#include <ImmediatePhysicsActorHandle_Chaos.h>

Public Member Functions

ENGINE_API ~FActorHandle ()
 
void SetName (const FName &InName)
 
const FNameGetName () const
 
ENGINE_API bool GetEnabled () const
 
ENGINE_API void SetEnabled (bool bEnabled)
 
ENGINE_API bool GetHasCollision () const
 
ENGINE_API void SetHasCollision (bool bHasCollision)
 
ENGINE_API void InitWorldTransform (const FTransform &WorldTM)
 
ENGINE_API void SetWorldTransform (const FTransform &WorldTM)
 
ENGINE_API bool SetIsKinematic (bool bKinematic)
 
ENGINE_API bool GetIsKinematic () const
 
ENGINE_API const FKinematicTargetGetKinematicTarget () const
 
ENGINE_API void SetKinematicTarget (const FTransform &WorldTM)
 
ENGINE_API bool HasKinematicTarget () const
 
ENGINE_API bool IsGravityEnabled () const
 
ENGINE_API bool CouldBeDynamic () const
 
ENGINE_API void SetGravityEnabled (bool bEnable)
 
ENGINE_API bool IsSimulated () const
 
ENGINE_API FTransform GetWorldTransform () const
 
ENGINE_API void SetLinearVelocity (const FVector &NewLinearVelocity)
 
ENGINE_API FVector GetLinearVelocity () const
 
ENGINE_API void SetAngularVelocity (const FVector &NewAngularVelocity)
 
ENGINE_API FVector GetAngularVelocity () const
 
ENGINE_API void AddForce (const FVector &Force)
 
ENGINE_API void AddTorque (const FVector &Torque)
 
ENGINE_API void AddRadialForce (const FVector &Origin, FReal Strength, FReal Radius, ERadialImpulseFalloff Falloff, EForceType ForceType)
 
ENGINE_API void AddImpulseAtLocation (FVector Impulse, FVector Location)
 
ENGINE_API void SetLinearDamping (FReal NewLinearDamping)
 
ENGINE_API FReal GetLinearDamping () const
 
ENGINE_API void SetAngularDamping (FReal NewAngularDamping)
 
ENGINE_API FReal GetAngularDamping () const
 
ENGINE_API void SetMaxLinearVelocitySquared (FReal NewMaxLinearVelocitySquared)
 
ENGINE_API FReal GetMaxLinearVelocitySquared () const
 
ENGINE_API void SetMaxAngularVelocitySquared (FReal NewMaxAngularVelocitySquared)
 
ENGINE_API FReal GetMaxAngularVelocitySquared () const
 
ENGINE_API void SetInverseMass (FReal NewInverseMass)
 
ENGINE_API FReal GetInverseMass () const
 
ENGINE_API FReal GetMass () const
 
ENGINE_API void SetInverseInertia (const FVector &NewInverseInertia)
 
ENGINE_API FVector GetInverseInertia () const
 
ENGINE_API FVector GetInertia () const
 
ENGINE_API void SetMaxDepenetrationVelocity (FReal NewMaxDepenetrationVelocity)
 
ENGINE_API FReal GetMaxDepenetrationVelocity () const
 
ENGINE_API void SetMaxContactImpulse (FReal NewMaxContactImpulse)
 
ENGINE_API FReal GetMaxContactImpulse () const
 
ENGINE_API FTransform GetLocalCoMTransform () const
 
ENGINE_API FVector GetLocalCoMLocation () const
 
ENGINE_API Chaos::FGeometryParticleHandleGetParticle ()
 
ENGINE_API const Chaos::FGeometryParticleHandleGetParticle () const
 
ENGINE_API int32 GetLevel () const
 
ENGINE_API void SetLevel (int32 InLevel)
 

Friends

struct FSimulation
 
struct FJointHandle
 

Detailed Description

handle associated with a physics actor. This is the proper way to read/write to the physics simulation

Constructor & Destructor Documentation

◆ ~FActorHandle()

ImmediatePhysics_Chaos::FActorHandle::~FActorHandle ( )

Member Function Documentation

◆ AddForce()

void ImmediatePhysics_Chaos::FActorHandle::AddForce ( const FVector Force)

◆ AddImpulseAtLocation()

void ImmediatePhysics_Chaos::FActorHandle::AddImpulseAtLocation ( FVector  Impulse,
FVector  Location 
)

◆ AddRadialForce()

void ImmediatePhysics_Chaos::FActorHandle::AddRadialForce ( const FVector Origin,
FReal  Strength,
FReal  Radius,
ERadialImpulseFalloff  Falloff,
EForceType  ForceType 
)

◆ AddTorque()

void ImmediatePhysics_Chaos::FActorHandle::AddTorque ( const FVector Torque)

◆ CouldBeDynamic()

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)

◆ GetAngularDamping()

FReal ImmediatePhysics_Chaos::FActorHandle::GetAngularDamping ( ) const

Get the angular damping

◆ GetAngularVelocity()

FVector ImmediatePhysics_Chaos::FActorHandle::GetAngularVelocity ( ) const

Get the angular velocity

◆ GetEnabled()

bool ImmediatePhysics_Chaos::FActorHandle::GetEnabled ( ) const

◆ GetHasCollision()

bool ImmediatePhysics_Chaos::FActorHandle::GetHasCollision ( ) const

◆ GetInertia()

FVector ImmediatePhysics_Chaos::FActorHandle::GetInertia ( ) const

◆ GetInverseInertia()

FVector ImmediatePhysics_Chaos::FActorHandle::GetInverseInertia ( ) const

Get the inverse inertia. Mass-space inverse inertia diagonal vector

◆ GetInverseMass()

FReal ImmediatePhysics_Chaos::FActorHandle::GetInverseMass ( ) const

Get the inverse mass.

◆ GetIsKinematic()

bool ImmediatePhysics_Chaos::FActorHandle::GetIsKinematic ( ) const

Is the actor kinematic

◆ GetKinematicTarget()

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)

◆ GetLevel()

int32 ImmediatePhysics_Chaos::FActorHandle::GetLevel ( ) const

◆ GetLinearDamping()

FReal ImmediatePhysics_Chaos::FActorHandle::GetLinearDamping ( ) const

Get the linear damping

◆ GetLinearVelocity()

FVector ImmediatePhysics_Chaos::FActorHandle::GetLinearVelocity ( ) const

Get the linear velocity

◆ GetLocalCoMLocation()

FVector ImmediatePhysics_Chaos::FActorHandle::GetLocalCoMLocation ( ) const

Get the actor-space centre of mass offset (location only)

◆ GetLocalCoMTransform()

FTransform ImmediatePhysics_Chaos::FActorHandle::GetLocalCoMTransform ( ) const

Get the actor-space centre of mass offset

◆ GetMass()

FReal ImmediatePhysics_Chaos::FActorHandle::GetMass ( ) const

◆ GetMaxAngularVelocitySquared()

FReal ImmediatePhysics_Chaos::FActorHandle::GetMaxAngularVelocitySquared ( ) const

Get the max angular velocity squared

◆ GetMaxContactImpulse()

FReal ImmediatePhysics_Chaos::FActorHandle::GetMaxContactImpulse ( ) const

Get the max contact impulse

◆ GetMaxDepenetrationVelocity()

FReal ImmediatePhysics_Chaos::FActorHandle::GetMaxDepenetrationVelocity ( ) const

Get the max depenetration velocity

◆ GetMaxLinearVelocitySquared()

FReal ImmediatePhysics_Chaos::FActorHandle::GetMaxLinearVelocitySquared ( ) const

Get the max linear velocity squared

◆ GetName()

const FName & ImmediatePhysics_Chaos::FActorHandle::GetName ( ) const
inline

◆ GetParticle() [1/2]

Chaos::FGeometryParticleHandle * ImmediatePhysics_Chaos::FActorHandle::GetParticle ( )

◆ GetParticle() [2/2]

const Chaos::FGeometryParticleHandle * ImmediatePhysics_Chaos::FActorHandle::GetParticle ( ) const

◆ GetWorldTransform()

FTransform ImmediatePhysics_Chaos::FActorHandle::GetWorldTransform ( ) const

Get the world transform

◆ HasKinematicTarget()

bool ImmediatePhysics_Chaos::FActorHandle::HasKinematicTarget ( ) const

Does this actor have a kinematic target (next kinematic transform to be applied)

◆ InitWorldTransform()

void ImmediatePhysics_Chaos::FActorHandle::InitWorldTransform ( const FTransform WorldTM)

Sets the world transform, zeroes velocity, etc.

◆ IsGravityEnabled()

bool ImmediatePhysics_Chaos::FActorHandle::IsGravityEnabled ( ) const

Returns true if the world gravity applies to this actor

◆ IsSimulated()

bool ImmediatePhysics_Chaos::FActorHandle::IsSimulated ( ) const

Whether the body is simulating

◆ SetAngularDamping()

void ImmediatePhysics_Chaos::FActorHandle::SetAngularDamping ( FReal  NewAngularDamping)

Set the angular damping

◆ SetAngularVelocity()

void ImmediatePhysics_Chaos::FActorHandle::SetAngularVelocity ( const FVector NewAngularVelocity)

Set the angular velocity

◆ SetEnabled()

void ImmediatePhysics_Chaos::FActorHandle::SetEnabled ( bool  bEnabled)

Note that this will not update the colliding pairs in the simulation, so better to change the kinematic state there.

◆ SetGravityEnabled()

void ImmediatePhysics_Chaos::FActorHandle::SetGravityEnabled ( bool  bEnable)

Sets whether world gravity should apply to this actor, assuming it is dynamic

◆ SetHasCollision()

void ImmediatePhysics_Chaos::FActorHandle::SetHasCollision ( bool  bHasCollision)

Note that this will not update the colliding pairs in the simulation, so better to change the kinematic state there.

◆ SetInverseInertia()

void ImmediatePhysics_Chaos::FActorHandle::SetInverseInertia ( const FVector NewInverseInertia)

Set the inverse inertia. Mass-space inverse inertia diagonal vector

◆ SetInverseMass()

void ImmediatePhysics_Chaos::FActorHandle::SetInverseMass ( FReal  NewInverseMass)

Set the inverse mass. 0 indicates kinematic object

◆ SetIsKinematic()

bool ImmediatePhysics_Chaos::FActorHandle::SetIsKinematic ( bool  bKinematic)

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.

◆ SetKinematicTarget()

void ImmediatePhysics_Chaos::FActorHandle::SetKinematicTarget ( const FTransform WorldTM)

Sets the kinematic target. This will affect velocities as expected

◆ SetLevel()

void ImmediatePhysics_Chaos::FActorHandle::SetLevel ( int32  InLevel)

◆ SetLinearDamping()

void ImmediatePhysics_Chaos::FActorHandle::SetLinearDamping ( FReal  NewLinearDamping)

Set the linear damping

◆ SetLinearVelocity()

void ImmediatePhysics_Chaos::FActorHandle::SetLinearVelocity ( const FVector NewLinearVelocity)

Set the linear velocity

◆ SetMaxAngularVelocitySquared()

void ImmediatePhysics_Chaos::FActorHandle::SetMaxAngularVelocitySquared ( FReal  NewMaxAngularVelocitySquared)

Set the max angular velocity squared

◆ SetMaxContactImpulse()

void ImmediatePhysics_Chaos::FActorHandle::SetMaxContactImpulse ( FReal  NewMaxContactImpulse)

Set the max contact impulse

◆ SetMaxDepenetrationVelocity()

void ImmediatePhysics_Chaos::FActorHandle::SetMaxDepenetrationVelocity ( FReal  NewMaxDepenetrationVelocity)

Set the max depenetration velocity

◆ SetMaxLinearVelocitySquared()

void ImmediatePhysics_Chaos::FActorHandle::SetMaxLinearVelocitySquared ( FReal  NewMaxLinearVelocitySquared)

Set the max linear velocity squared

◆ SetName()

void ImmediatePhysics_Chaos::FActorHandle::SetName ( const FName InName)
inline

◆ SetWorldTransform()

void ImmediatePhysics_Chaos::FActorHandle::SetWorldTransform ( const FTransform WorldTM)

Sets the world transform, maintains velocity etc.

Friends And Related Symbol Documentation

◆ FJointHandle

◆ FSimulation


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