UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ImmediatePhysics_Chaos::FSimulation Member List

This is the complete list of members for ImmediatePhysics_Chaos::FSimulation, including all inherited members.

AddToCollidingPairs(FActorHandle *ActorHandle)ImmediatePhysics_Chaos::FSimulation
CreateActor(EActorType ActorType, FBodyInstance *BodyInstance, const FTransform &Transform)ImmediatePhysics_Chaos::FSimulation
CreateActor(FActorSetup &&ActorSetup)ImmediatePhysics_Chaos::FSimulation
CreateDynamicActor(FBodyInstance *BodyInstance, const FTransform &Transform)ImmediatePhysics_Chaos::FSimulation
CreateJoint(FConstraintInstance *ConstraintInstance, FActorHandle *Body1, FActorHandle *Body2)ImmediatePhysics_Chaos::FSimulation
CreateJoint(const FJointSetup &JointSetup)ImmediatePhysics_Chaos::FSimulation
CreateKinematicActor(FBodyInstance *BodyInstance, const FTransform &Transform)ImmediatePhysics_Chaos::FSimulation
CreateStaticActor(FBodyInstance *BodyInstance)ImmediatePhysics_Chaos::FSimulation
DebugDraw()ImmediatePhysics_Chaos::FSimulation
DestroyActor(FActorHandle *ActorHandle)ImmediatePhysics_Chaos::FSimulation
DestroyActorCollisions(FActorHandle *ActorHandle)ImmediatePhysics_Chaos::FSimulation
DestroyJoint(FJointHandle *JointHandle)ImmediatePhysics_Chaos::FSimulation
FSimulation()ImmediatePhysics_Chaos::FSimulation
GetActorHandle(int32 ActorHandleIndex)ImmediatePhysics_Chaos::FSimulation
GetActorHandle(int32 ActorHandleIndex) constImmediatePhysics_Chaos::FSimulation
GetCollisionDetectorSettings() constImmediatePhysics_Chaos::FSimulation
GetSimulationSpaceSettings() constImmediatePhysics_Chaos::FSimulation
InitSimulationSpace(const FTransform &Transform)ImmediatePhysics_Chaos::FSimulation
NumActors() constImmediatePhysics_Chaos::FSimulation
SetCollisionDetectorSettings(const Chaos::FCollisionDetectorSettings &Settings)ImmediatePhysics_Chaos::FSimulation
SetEnabled(FActorHandle *ActorHandle, bool bEnable)ImmediatePhysics_Chaos::FSimulation
SetHasCollision(FActorHandle *ActorHandle, bool bHasCollision)ImmediatePhysics_Chaos::FSimulation
SetIgnoreCollisionActors(const TArray< FActorHandle * > &InIgnoreCollisionActors)ImmediatePhysics_Chaos::FSimulation
SetIgnoreCollisionPairTable(const TArray< FIgnorePair > &InIgnoreCollisionPairTable)ImmediatePhysics_Chaos::FSimulation
SetIsKinematic(FActorHandle *ActorHandle, bool bKinematic)ImmediatePhysics_Chaos::FSimulation
SetMaxNumRollingAverageStepTimes(const int32 MaxNumRollingAverageStepTimes)ImmediatePhysics_Chaos::FSimulation
SetNumActiveBodies(int32 NumActiveBodies, TArray< int32 > ActiveBodyIndices)ImmediatePhysics_Chaos::FSimulation
SetRewindVelocities(bool bRewindVelocities)ImmediatePhysics_Chaos::FSimulation
SetSimulationSpaceSettings(const bool bEnabled, const FReal DampingAlpha, const FVector &ExternalLinearEtherDrag)ImmediatePhysics_Chaos::FSimulation
SetSimulationSpaceSettings(const Chaos::FSimulationSpaceSettings &SimulationSpaceSettings)ImmediatePhysics_Chaos::FSimulation
SetSolverSettings(const FReal FixedDt, const FReal CullDistance, const FReal MaxDepenetrationVelocity, const int32 UseLinearJointSolver, const int32 PositionIts, const int32 VelocityIts, const int32 ProjectionIts, const int32 bUseManifolds)ImmediatePhysics_Chaos::FSimulation
SetUseFixedStepTolerance(bool bUse)ImmediatePhysics_Chaos::FSimulation
SetUseMinStepTime(bool bUse)ImmediatePhysics_Chaos::FSimulation
Simulate(FReal DeltaTime, FReal MaxStepTime, int32 MaxSubSteps, const FVector &InGravity, Chaos::FPBDJointSolverSettings *JointSolverSettings=nullptr, Chaos::FPBDCollisionSolverSettings *CollisionSolverSettings=nullptr, Chaos::FCollisionDetectorSettings *CollisionDetectorSettings=nullptr)ImmediatePhysics_Chaos::FSimulation
Simulate_AssumesLocked(FReal DeltaTime, FReal MaxStepTime, int32 MaxSubSteps, const FVector &InGravity, Chaos::FPBDJointSolverSettings *JointSolverSettings=nullptr, Chaos::FPBDCollisionSolverSettings *CollisionSolverSettings=nullptr, Chaos::FCollisionDetectorSettings *CollisionDetectorSettings=nullptr)ImmediatePhysics_Chaos::FSimulationinline
UpdateSimulationSpace(const FTransform &Transform, const FVector &LinearVel, const FVector &AngularVel, const FVector &LinearAcc, const FVector &AngularAcc)ImmediatePhysics_Chaos::FSimulation
VisitCollisions(TFunction< void(const FCollisionData &)> Visitor, Chaos::ECollisionVisitorFlags VisitorFlags) constImmediatePhysics_Chaos::FSimulation
~FSimulation()ImmediatePhysics_Chaos::FSimulation