className: UNiagaraDataInterfaceChaosDestruction

description: Data Interface allowing sampling of Chaos Destruction data.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Category="Chaos Niagara", Meta=(DisplayName="Chaos Destruction Data")) class UNiagaraDataInterfaceChaosDestruction : public [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface)

bApplyMaterialsFilter

type: bool

description: Materials Filter

bGetExternalBreakingData

description: TODO: Explanatory comment

bGetExternalCollisionData

description: TODO: Explanatory comment

bGetExternalTrailingData

description: TODO: Explanatory comment

ChaosBreakingMaterialSet

type: TSet<TObjectPt...

description: TODO: Explanatory comment

ChaosSolverActorSet

description: Chaos Solver

ColorArray

description: Colors for debugging particles.

DataProcessFrequency

description: Number of times the RBD collision data gets processed every second

DataSortingType

type: EDataSortTypeEn...

description: Sorting method to sort the collision data

DataSourceType

type: EDataSourceType...

DebugType

type: EDebugTypeEnum

description: Debug visualization method

DoSpawn

description: Turn on/off particle spawning

ExtentMaxToSpawnMinMax

description: Min/Max ExtentMax to spawn particles

ExtentMinToSpawnMinMax

description: Min/Max ExtentMin to spawn particles

FinalVelocityMagnitudeMinMax

description: Clamp particles velocity

type: TSet<UGeometry...

description: Saving GeometryCollectionComponents from breaking for trailing.

ImpulseToSpawnMinMax

description: Min/Max collision accumulated impulse to spawn particles

InheritedVelocityMultiplier

description: How much of the collision velocity gets inherited

LocationFilteringMode

type: ELocationFilter...

description: Location Filtering Mode

LocationXToSpawn

type: ELocationXToSpa...

description: How to use LocationX to filter

LocationXToSpawnMinMax

description: Min/Max LocationX to spawn particles

LocationYToSpawn

type: ELocationYToSpa...

description: How to use LocationY to filter

LocationYToSpawnMinMax

description: Min/Max LocationY to spawn particles

LocationZToSpawn

type: ELocationZToSpa...

description: How to use LocationZ to filter

LocationZToSpawnMinMax

description: Min/Max LocationX to spawn particles

MassToSpawnMinMax

description: Min/Max mass to spawn particles

MaxNumberOfDataEntriesToSpawn

description: Maximum number of collision/breaking/trailing entry used for spawning particles every time data from the physics solver gets processed

RandomPositionMagnitudeMinMax

description: Random displacement value for the particle spawn position

RandomVelocityGenerationType

type: ERandomVelocity...

description: The method used to create the random velocities for the newly spawned particles

RandomVelocityMagnitudeMinMax

description: Every particles will be spawned with random velocity with magnitude in the range of [RandomVelocityMagnitudeMin, RandomVelocityMagnitudeMax]

Solvers

type: TArray<FSolver...

SolverTimeToSpawnMinMax

description: Min/Max solver time mass to spawn particles

SpatialHashVolumeCellSize

type: FVector

description: SpatialHash volume resolution

SpatialHashVolumeMax

description: SpatialHash volume max

SpatialHashVolumeMin

description: SpatialHash volume min

SpawnChance

description: For every collision random number of particles will be spawned in the range of [SpawnMultiplierMin, SpawnMultiplierMax]

SpeedToSpawnMinMax

description: Min/Max speed to spawn particles

SurfaceTypeToSpawn

description: SurfaceType to spawn particles

TrailMinSpeedToSpawn

description: Min Linear Speed to generate trailing particles

VelocityOffsetMax

description: Max Offset value added to spawned particles velocity

VelocityOffsetMin

description: Min Offset value added to spawned particles velocity

VolumeToSpawnMinMax

description: Min/Max volume to spawn particles


description: GPU simulation functionality

module: ChaosNiagara

code: virtual bool AppendCompileHash ( [FNiagaraCompileHashVisitor](API\Plugins\Niagara\FNiagaraCompileHashVisitor) * InVisitor ) const


description: When filling the data inside the set function you would ask for parameters using the same structure. Note: This function is only called on the CDO only not the instance

code: virtual void BuildShaderParameters ( [FNiagaraShaderParametersBuilder](API\Plugins\NiagaraShader\FNiagaraShaderParametersBuilder) & ShaderParametersBuilder ) const


code: virtual ETickingGroup CalculateTickGroup ( const void * PerInstanceData ) const


code: virtual bool CanExecuteOnTarget ( [ENiagaraSimTarget](API\Plugins\Niagara\ENiagaraSimTarget) Target ) const


description: Copy one niagara DI to this

code: virtual bool CopyToInternal ( [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface) * Destination ) const


description: Destroys the per instance data for this interface.

code: virtual void DestroyPerInstanceData ( void * PerInstanceData, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance )


description: Determines if this DataInterface is the same as another.

code: virtual bool Equals ( const [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface) * Other ) const


code: static FUniformBufferRHIRef CreateUniformBuffer &40; const FShaderParameters & InContents, EUniformBufferUsage InUsage &41;


className: Alignment

code: static Alignment = 16;


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumElements

code: static NumElements = 0;


className: NumColumns

code: static NumColumns = 1;


className: TAlignedType

code: typedef FShaderParameters TAlignedType


className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


className: zzFuncPtr

code: typedef void &42; zzFuncPtr


code: static TArray< FShaderParametersMetadata::FMember > zzGetMembers&40;&41;


className: zzMemberFunc

code: typedef zzFuncPtr(&42; zzMemberFunc


className: zzMemberIdPrevWorldTransformBuffer


className: zzMemberIdWorldInverseTransformBuffer


className: zzTThisStruct

code: typedef FShaderParameters zzTThisStruct


className: zzMemberIdWorldTransformBuffer


code: virtual bool GetFunctionHLSL ( const [FNiagaraDataInterfaceGPUParamInfo](API\Plugins\NiagaraShader\FNiagaraDataInterfaceGPUParamInf-) & ParamInfo, const [FNiagaraDataInterfaceGeneratedFunction](API\Plugins\NiagaraShader\FNiagaraDataInterfaceGeneratedFu-) & FunctionInfo, int FunctionInstanceIndex, [FString](API\Runtime\Core\Containers\FString) & OutHLSL )


className: FShaderParameters

code: class FShaderParameters

BoundsBuffer

type: TShaderResource...

BoundsMax

type: TShaderParamete...


description: UNiagaraDataInterfaceInterface

code: virtual void GetFunctions ( [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraFunctionSignature](API\Plugins\Niagara\FNiagaraFunctionSignature) > & OutFunctions )


code: virtual void GetParameterDefinitionHLSL ( const [FNiagaraDataInterfaceGPUParamInfo](API\Plugins\NiagaraShader\FNiagaraDataInterfaceGPUParamInf-) & ParamInfo, [FString](API\Runtime\Core\Containers\FString) & OutHLSL )


description: Returns the delegate for the passed function signature.

code: virtual void GetVMExternalFunction ( const [FVMExternalFunctionBindingInfo](API\Plugins\Niagara\FVMExternalFunctionBindingInfo) & BindingInfo, void * InstanceData, FVMExternalFunction & OutFunc )


code: virtual bool HasPreSimulateTick() const


code: virtual bool HasTickGroupPrereqs() const


description: Initializes the per instance data for this interface. Returns false if there was some error and the simulation should be disabled.

code: virtual bool InitPerInstanceData ( void * PerInstanceData, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance )


description: Ticks the per instance data for this interface, if it has any.

code: virtual bool PerInstanceTick ( void * PerInstanceData, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance, float DeltaSeconds )


description: Returns the size of the per instance data for this interface. 0 if this interface has no per instance data. Must depend solely on the class of the interface and not on any particular member data of a individual interface.

code: virtual int32 PerInstanceDataSize() const


description: UObjectInterface

code: virtual void PostInitProperties()


description: This will not be called if PerInstanceDataPassedToRenderThreadSize is 0.

code: virtual void ProvidePerInstanceDataForRenderThread ( void * DataForRenderThread, void * PerInstanceData, const [FNiagaraSystemInstanceID](API\Plugins\NiagaraCore\FNiagaraSystemInstanceID) & SystemInstance )


description: Set the shader parameters will only be called if the data interface provided shader parameters. You must write the parameters in the order you added them to the structure.

code: virtual void SetShaderParameters ( const [FNiagaraDataInterfaceSetShaderParametersContext](API\Plugins\Niagara\FNiagaraDataInterfaceSetShaderPa-) & Context ) const


code: UNiagaraDataInterfaceGeometryCollection ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UNiagaraDataInterfaceGeometryCollection

description: Data Interface for the Collisions

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Category="Collision", Meta=(DisplayName="Geometry Collection")) class UNiagaraDataInterfaceGeometryCollection : public [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface)

GeometryCollectionActor

type: TObjectPtr<AGe...


description: GPU simulation functionality

code: virtual bool AppendCompileHash ( [FNiagaraCompileHashVisitor](API\Plugins\Niagara\FNiagaraCompileHashVisitor) * InVisitor ) const


code: virtual void BuildShaderParameters ( [FNiagaraShaderParametersBuilder](API\Plugins\NiagaraShader\FNiagaraShaderParametersBuilder) & ShaderParametersBuilder ) const


code: virtual bool CanExecuteOnTarget ( [ENiagaraSimTarget](API\Plugins\Niagara\ENiagaraSimTarget) Target ) const


description: Copy one niagara DI to this

code: virtual bool CopyToInternal ( [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface) * Destination ) const


code: virtual void DestroyPerInstanceData ( void * PerInstanceData, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance )


code: virtual bool Equals ( const [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface) * Other ) const


code: virtual bool GetFunctionHLSL ( const [FNiagaraDataInterfaceGPUParamInfo](API\Plugins\NiagaraShader\FNiagaraDataInterfaceGPUParamInf-) & ParamInfo, const [FNiagaraDataInterfaceGeneratedFunction](API\Plugins\NiagaraShader\FNiagaraDataInterfaceGeneratedFu-) & FunctionInfo, int FunctionInstanceIndex, [FString](API\Runtime\Core\Containers\FString) & OutHLSL )


description: UNiagaraDataInterfaceInterface

code: virtual void GetFunctions ( [TArray](API\Runtime\Core\Containers\TArray)< [FNiagaraFunctionSignature](API\Plugins\Niagara\FNiagaraFunctionSignature) > & OutFunctions )


code: virtual void GetParameterDefinitionHLSL ( const [FNiagaraDataInterfaceGPUParamInfo](API\Plugins\NiagaraShader\FNiagaraDataInterfaceGPUParamInf-) & ParamInfo, [FString](API\Runtime\Core\Containers\FString) & OutHLSL )


description: Get the field bounds

code: void GetPhysicsFieldBounds ( FVectorVMExternalFunctionContext & Context )


description: Get the field resolution

code: void GetPhysicsFieldResolution ( FVectorVMExternalFunctionContext & Context )


code: virtual void GetVMExternalFunction ( const [FVMExternalFunctionBindingInfo](API\Plugins\Niagara\FVMExternalFunctionBindingInfo) & BindingInfo, void * InstanceData, FVMExternalFunction & OutFunc )


code: virtual bool HasPostSimulateTick() const


code: virtual bool InitPerInstanceData ( void * PerInstanceData, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance )


code: virtual int32 PerInstanceDataSize() const


code: virtual bool PerInstanceTickPostSimulate ( void * PerInstanceData, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance, float DeltaSeconds )


description: UObjectInterface

code: virtual void PostInitProperties()


code: virtual void ProvidePerInstanceDataForRenderThread ( void * DataForRenderThread, void * PerInstanceData, const [FNiagaraSystemInstanceID](API\Plugins\NiagaraCore\FNiagaraSystemInstanceID) & SystemInstance )


description: Sample the scalar field

code: void SamplePhysicsScalarField ( FVectorVMExternalFunctionContext & Context )


description: Sample the integer field

code: void SamplePhysicsIntegerField ( FVectorVMExternalFunctionContext & Context )


description: Sample the vector field

code: void SamplePhysicsVectorField ( FVectorVMExternalFunctionContext & Context )


code: virtual void SetShaderParameters ( const [FNiagaraDataInterfaceSetShaderParametersContext](API\Plugins\Niagara\FNiagaraDataInterfaceSetShaderPa-) & Context ) const


description: Allows data interfaces the opportunity to rename / change the function signature and perform an upgrade. Return true if the signature was modified and we need to refresh the pins / name, etc.

code: virtual bool UpgradeFunctionCall ( [FNiagaraFunctionSignature](API\Plugins\Niagara\FNiagaraFunctionSignature) & FunctionSignature )


code: UNiagaraDataInterfacePhysicsField()


className: UNiagaraDataInterfacePhysicsField

description: Data Interface for the strand base

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Category="Chaos", Meta=(DisplayName="Physics Field")) class UNiagaraDataInterfacePhysicsField : public [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface)


description: Returns the categories that this asset type appears in. The return value is one or more flags from EAssetTypeCategories.

module: ChaosSolverEditor

code: virtual uint32 GetCategories()


description: IAssetTypeActionsImplementation.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetName() const


description: Get the supported class of this type.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedClass() const


description: Opens the asset editor for the specified objects. If EditWithinLevelEditor is valid, the world-centric editor will be used.

code: virtual void OpenAssetEditor ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > EditWithinLevelEditor )


code: class FAssetTypeActions_ChaosSolver : public [FAssetTypeActions_Base](API\Developer\AssetTools\FAssetTypeActions_Base)


className: FChaosSolverCommands

description: The public interface to this module

code: class FChaosSolverCommands


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IChaosSolverEditorPlugin](API\Plugins\ChaosSolverEditor\Chaos\IChaosSolverEditorPlugin) & Get()


description: Returns the thumbnail info for the specified asset, if it has one.

code: virtual [UThumbnailInfo](API\Runtime\Engine\EditorFramework\UThumbnailInfo) * GetThumbnailInfo ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


description: Returns the color associated with this type

code: virtual [FColor](API\Runtime\Core\Math\FColor) GetTypeColor() const


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: IChaosSolverEditorPlugin

description: The public interface to this module

code: class IChaosSolverEditorPlugin : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: static [UChaosSolver](API\Runtime\ChaosSolverEngine\Chaos\UChaosSolver) * StaticFactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: UChaosSolverFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UChaosSolverFactory

description: Factory for Simple Cube

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UChaosSolverFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


module: ChaosUserDataPT


description: IModuleInterfaceimplementation


className: FChaosUserDataPTModule

code: class FChaosUserDataPTModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Clear all data.

code: bool ClearData_GT()


description: TParticleHandle is generalized here because it can beFRigidBodyHandle_Internalor FGeometryParticleHandle which have the same api...

code: template<typename TParticleHandle> const TUserData * GetData_PT ( const TParticleHandle & Handle ) const


description: Get a stat name to describe this callback in external profiling and STATS when Named events are enabled

code: virtual [FName](API\Runtime\Core\UObject\FName) GetFNameForStatId() const


description: Called once in a simulation step if any particles were unregistered. Occurs immediately before UniqueIdxs become invalid.

code: virtual void OnParticleUnregistered_Internal ( [TArray](API\Runtime\Core\Containers\TArray)< [TTuple](API\Runtime\Core\Misc\TTuple)< [FUniqueIdx](API\Runtime\Chaos\Chaos\FUniqueIdx), [FSingleParticlePhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FSingleParticlePhysicsProxy) * >> & UnregisteredProxies )


description: Called before simulation step

code: virtual void OnPreSimulate_Internal()


description: Remove user data associated with a particle handle.

code: template<typename TParticleHandle> bool RemoveData_GT ( const TParticleHandle & Handle )


code: template<> bool RemoveData_GT ( const [Chaos::FPhysicsObjectHandle](API\Runtime\Chaos\Chaos\FPhysicsObjectHandle) & Object )


code: template<> bool SetData_GT ( const [Chaos::FPhysicsObjectHandle](API\Runtime\Chaos\Chaos\FPhysicsObjectHandle) & Object, const TUserData & UserData )


description: Add or update user data associated with a particle handle.

code: template<typename TParticleHandle> bool SetData_GT ( const TParticleHandle & Handle, const TUserData & UserData )


className: TInput

code: typedef [TUserDataManagerPTInput](API\Plugins\ChaosUserDataPT\TUserDataManagerPTInput)< TUserData > TInput


code: virtual ~TUserDataManagerPT()


className: TUserDataManagerPT

description: Note thatFSimCallbackOutputis the output struct - this carries no data because this is a one-way callback. We use it basically just to marshal data in one direction.

code: template<typename TUserData> class TUserDataManagerPT : public [Chaos::TSimCallbackObject< TUserDataManagerPTInput< TUserData >, FSimCallbackNoOutput, ESimCallbackOptions::Presimulate|ESimCallbackOptions::ParticleUnregister >](API\Runtime\Chaos\Chaos\TSimCallbackObject)

description: Identifier of the next input to be created on the game thread.

description: Identifier of the last input to be consumed on the physics thread.

type: TSparseArray<T...

description: Map of particle unique ids to user data.


className: TUserDataManagerPTInput

description: Input is a collection of pointers to new and updated userdata objects to be sent to the physics thread

code: template<typename TUserData> struct TUserDataManagerPTInput : public [Chaos::FSimCallbackInput](API\Runtime\Chaos\Chaos\FSimCallbackInput)

bClear

type: bool

description: Flag for clearing all data.

Identifier

description: Monotonically increasing identifier for the input object.

UserDataToAdd

type: TMap<FUniqueId...

description: Map of particle unique indices to user data ptrs

UserDataToRemove

type: TSet<FUniqueId...

description: Set of particle unique indices for which to remove user data.


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

module: ChaosVD

code: virtual void BeginDestroy()


code: virtual void DrawVisualization ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


code: virtual void GetVisualizationContext ( [FChaosVDVisualizationContext](API\Plugins\ChaosVD\Visualizers\FChaosVDVisualizationContext) & OutVisualizationContext )


code: virtual const [FChaosVDParticleDataWrapper](API\Runtime\ChaosVDRuntime\DataWrappers\FChaosVDParticleDataWrapper) * GetParticleData()


description: Test the selection state of aUObjecttrue if the object is selected, false otherwise.

code: virtual bool IsSelectedInEditor() const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: void SetScene ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FChaosVDScene](API\Plugins\ChaosVD\FChaosVDScene) > & InScene )


code: void UpdateCollisionData ( const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FChaosVDParticlePairMidPhase](API\Runtime\ChaosVDRuntime\DataWrappers\FChaosVDParticlePairMidPhase) >> & InRecordedMidPhases )


code: void UpdateCollisionData ( const [TArray](API\Runtime\Core\Containers\TArray)< [FChaosVDConstraint](API\Runtime\ChaosVDRuntime\DataWrappers\FChaosVDConstraint) > & InRecordedConstraints )


code: void UpdateFromRecordedParticleData ( const [FChaosVDParticleDataWrapper](API\Runtime\ChaosVDRuntime\DataWrappers\FChaosVDParticleDataWrapper) & InRecordedData, const [Chaos::FRigidTransform3](API\Runtime\ChaosCore\Chaos\FRigidTransform3) & SimulationTransform )


code: void UpdateGeometry ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [Chaos::FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) > & ImplicitObject, [EChaosVDActorGeometryUpdateFlags](API\Plugins\ChaosVD\EChaosVDActorGeometryUpdateFlags) OptionsFlags )


code: void UpdateGeometry ( uint32 NewGeometryHash, [EChaosVDActorGeometryUpdateFlags](API\Plugins\ChaosVD\EChaosVDActorGeometryUpdateFlags) OptionsFlags )


code: AChaosVDParticleActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: AChaosVDParticleActor

description: Actor used to represent a Chaos Particle in the Visual Debugger's world

CachedSimulationTransform

type: FTransform

CVDVisualizers

type: TMap< FStringVi...

GeometryUpdatedDelegate

type: FDelegateHandle

MeshComponents

type: TArray<TWeakOb...

OwningScene

type: TWeakPtr<FChao...

ParticleDataViewer

type: FChaosVDParticl...


description: Called when the children of the property should be customized or extra rows added

code: virtual void CustomizeChildren ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildBuilder, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


description: Called when the header of the property (the row in the details panel where the property is shown) If nothing is added to the row, the header is not displayed

code: virtual void CustomizeHeader ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & HeaderRow, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


description: Property Customization used to only show the available particle data withing the ChaosVDParticleDataViewer

code: class FChaosVDParticleDataWrapperCustomization : public [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization)


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization) > MakeInstance()


className: EChaosVDActorGeometryUpdateFlags

description: Options flags to control how geometry is updated in a ChaosVDActor

code: enum EChaosVDActorGeometryUpdateFlags { None = 0, ForceUpdate = 1 << 0, }


className: EChaosVDTrackType

description: Enum with the available game track types

code: enum EChaosVDTrackType { Invalid, Game, Solver, }


className: EChaosVDUnloadRecordingFlags

description: Flags used to control how the unload of a recording is performed

code: enum EChaosVDUnloadRecordingFlags { None = 0, BroadcastChanges = 1 << 0, Silent = 1 << 1, }


description: Subclasses implement this to generate mesh

code: virtual [FMeshShapeGenerator](API\Runtime\GeometryCore\Generators\FMeshShapeGenerator) & Generate()


description: Prepares the Mesh Generator so the Generate method can generate the desired Dynamic Mesh

code: void GenerateFromConvex ( const [Chaos::FConvex](API\Runtime\Chaos\Chaos\FConvex) & Convex )


className: FChaosVDConvexMeshGenerator

description: Generates an convex mesh with the smallest number of triangles possible

code: class FChaosVDConvexMeshGenerator : public [UE::Geometry::FMeshShapeGenerator](API\Runtime\GeometryCore\Generators\FMeshShapeGenerator)


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > HandleTabSpawned ( const [FSpawnTabArgs](API\Runtime\Slate\Framework\Docking\FSpawnTabArgs) & Args )


className: FChaosVDEditorSettingsTab

code: class FChaosVDEditorSettingsTab : public [FChaosVDTabSpawnerBase](API\Plugins\ChaosVD\FChaosVDTabSpawnerBase)


code: FChaosVDEditorSettingsTab ( const [FName](API\Runtime\Core\UObject\FName) & InTabID, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & InTabManager, [SChaosVDMainTab](API\Plugins\ChaosVD\Widgets\SChaosVDMainTab) * InOwningTabWidget )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FChaosVDScene](API\Plugins\ChaosVD\FChaosVDScene) > & GetCurrentScene()


code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetInstanceGuid() const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FChaosVDPlaybackController](API\Plugins\ChaosVD\FChaosVDPlaybackController) > & GetPlaybackController()


code: void LoadRecording ( const [FString](API\Runtime\Core\Containers\FString) & FilePath )


description:
Pure virtual that must be overloaded by the inheriting class.
true if should continue ticking

code: virtual bool Tick ( float DeltaTime )


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


className: FChaosVDEngine

description: Core Implementation of the visual debugger - Owns the systems that are not UI

code: class FChaosVDEngine : public [FTSTickerObjectBase](API\Runtime\Core\Containers\FTSTickerObjectBase), public [TSharedFromThis< FChaosVDEngine >](API\Runtime\Core\Templates\TSharedFromThis)


description: Creates Dynamic Mesh components for each object within the provided Implicit object

code: template<typename MeshType, typename ComponentType> void CreateMeshComponentsFromImplicit ( const [Chaos::FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) * InImplicitObject, [AActor](API\Runtime\Engine\GameFramework\AActor) * Owner, [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) >> & OutMeshComponents, [Chaos::FRigidTransform3](API\Runtime\ChaosCore\Chaos\FRigidTransform3) & Transform, const int32 Index, const int32 DesiredLODCount )


description: Evaluates an Implicit objects and returns true if it contains an object of the specified type

code: static bool DoesImplicitContainType ( const [Chaos::FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) * InImplicitObject, const [Chaos::EImplicitObjectType](API\Runtime\Chaos\Chaos\EImplicitObjectType) ImplicitTypeToCheck )


description: Overload this method to report a name for your referencer

code: virtual [FString](API\Runtime\Core\Containers\FString) GetReferencerName() const


code: virtual ~FChaosVDGeometryBuilder()


className: FChaosVDGeometryBuilder

description: Generates Dynamic mesh components and dynamic meshes based on Chaos implicit object data

code: class FChaosVDGeometryBuilder : public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject), public [TSharedFromThis< FChaosVDGeometryBuilder >](API\Runtime\Core\Templates\TSharedFromThis)


code: void GenerateFromHeightField ( const [Chaos::FHeightField](API\Runtime\Chaos\Chaos\FHeightField) & InHeightField )


className: FChaosVDHeightFieldMeshGenerator

description: Generates an dynamic mesh using the data stored in a FHeightField implicit object

code: class FChaosVDHeightFieldMeshGenerator : public [UE::Geometry::FMeshShapeGenerator](API\Runtime\GeometryCore\Generators\FMeshShapeGenerator)


code: static [FChaosVDModule](API\Plugins\ChaosVD\FChaosVDModule) & Get()


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FChaosVDTraceManager](API\Plugins\ChaosVD\Trace\FChaosVDTraceManager) > & GetTraceManager()


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FChaosVDModule

code: class FChaosVDModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Called when the current selection has changed

code: virtual void HandlePostSelectionChange ( const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * ChangesSelectionSet )


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > HandleTabSpawned ( const [FSpawnTabArgs](API\Runtime\Slate\Framework\Docking\FSpawnTabArgs) & Args )


code: FChaosVDObjectDetailsTab ( const [FName](API\Runtime\Core\UObject\FName) & InTabID, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > InTabManager, [SChaosVDMainTab](API\Plugins\ChaosVD\Widgets\SChaosVDMainTab) * InOwningTabWidget )


code: virtual FMeshShapeGenerator & Generate()


className: FChaosVDObjectDetailsTab

description: Spawns and handles and instance for the visual debugger details panel

code: class FChaosVDObjectDetailsTab : public [FChaosVDTabSpawnerBase](API\Plugins\ChaosVD\FChaosVDTabSpawnerBase), public [FChaosVDSceneSelectionObserver](API\Plugins\ChaosVD\FChaosVDSceneSelectionObserver), public [TSharedFromThis< FChaosVDObjectDetailsTab >](API\Runtime\Core\Templates\TSharedFromThis)

DetailsPanel

type: TSharedPtr<IDe...


className: FChaosVDOnObjectSelectedDelegate

code: typedef TMulticastDelegate_OneParam< void, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FChaosVDOnObjectSelectedDelegate


code: FChaosVDOutputLogTab ( const [FName](API\Runtime\Core\UObject\FName) & InTabID, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > InTabManager, [SChaosVDMainTab](API\Plugins\ChaosVD\Widgets\SChaosVDMainTab) * InOwningTabWidget )


className: FChaosVDOutputLogTab

description: Spawns and handles and instance for the visual debugger Output Panel

code: class FChaosVDOutputLogTab : public [FChaosVDTabSpawnerBase](API\Plugins\ChaosVD\FChaosVDTabSpawnerBase), public [TSharedFromThis< FChaosVDOutputLogTab >](API\Runtime\Core\Templates\TSharedFromThis)


className: ChaosVDCategoryName

code: static [FName](API\Runtime\Core\UObject\FName) ChaosVDCategoryName = FName("Particle Data");


className: ChaosVDVisualizationCategoryName

description: Public name, available to the world. Names are stored as a combination of an index into a table of unique strings and an instance number. Names are case-insensitive, but case-preserving (when WITH_CASE_PRESERVING_NAME is 1)

code: static [FName](API\Runtime\Core\UObject\FName) ChaosVDVisualizationCategoryName = FName("Viewport Visualization Flags");


description: Called when details should be customized

code: virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > MakeInstance()


code: FChaosVDParticleActorCustomization()


className: FChaosVDParticleActorCustomization

description: Custom details panel for the ChaosVD Particle Actor

code: class FChaosVDParticleActorCustomization : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)


className: FChaosVDParticlesByIDMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< int32, [AChaosVDParticleActor](API\Plugins\ChaosVD\AChaosVDParticleActor) * > FChaosVDParticlesByIDMap


description:
Converts the current frame number of a track, to a frame number in other tracks space time
Converted Frame Number

code: int32 ConvertCurrentFrameToOtherTrackFrame ( const [FChaosVDTrackInfo](API\Plugins\ChaosVD\FChaosVDTrackInfo) * FromTrack, const [FChaosVDTrackInfo](API\Plugins\ChaosVD\FChaosVDTrackInfo) * ToTrack )


className: GameTrackID

description: ID used for the Game Track

code: static constexpr int32 GameTrackID = 0;


description: Gets all the ids of the tracks, of the specified type, that are available available on the loaded recording, at a specified frame

code: void GetAvailableTrackInfosAtTrackFrame ( [EChaosVDTrackType](API\Plugins\ChaosVD\EChaosVDTrackType) TrackTypeToFind, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FChaosVDTrackInfo](API\Plugins\ChaosVD\FChaosVDTrackInfo) >> & OutTrackInfo, const [FChaosVDTrackInfo](API\Plugins\ChaosVD\FChaosVDTrackInfo) * TrackFrameInfo )


description: Gets all the ids of the tracks, of the specified type, that are available available on the loaded recording

code: void GetAvailableTracks ( [EChaosVDTrackType](API\Plugins\ChaosVD\EChaosVDTrackType) TrackType, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FChaosVDTrackInfo](API\Plugins\ChaosVD\FChaosVDTrackInfo) >> & OutTrackInfo )


description: Returns a weak ptr to the Scene this controller is controlling during playback


description: Returns a weak ptr pointer to the loaded recording


description:
Gets the track info of the specified type with the specified ID
Ptr to the found track info data - Null if nothing was found.

code: [FChaosVDTrackInfo](API\Plugins\ChaosVD\FChaosVDTrackInfo) * GetMutableTrackInfo ( [EChaosVDTrackType](API\Plugins\ChaosVD\EChaosVDTrackType) TrackType, int32 TrackID )


description:
Gets the current frame number at which the specified track is at
Current frame number for the track

code: int32 GetTrackCurrentFrame ( [EChaosVDTrackType](API\Plugins\ChaosVD\EChaosVDTrackType) TrackType, int32 InTrackID ) const


description:
Gets the number of available frames for the specified track
Number of available frames

code: int32 GetTrackCurrentStep ( [EChaosVDTrackType](API\Plugins\ChaosVD\EChaosVDTrackType) TrackType, int32 InTrackID ) const


code: int32 GetTrackFramesNumber ( [EChaosVDTrackType](API\Plugins\ChaosVD\EChaosVDTrackType) TrackType, int32 InTrackID ) const


description:
Gets the track info of the specified type with the specified ID
Ptr to the found track info data - Null if nothing was found

code: const [FChaosVDTrackInfo](API\Plugins\ChaosVD\FChaosVDTrackInfo) * GetTrackInfo ( [EChaosVDTrackType](API\Plugins\ChaosVD\EChaosVDTrackType) TrackType, int32 TrackID )


description:
Gets the index number of the last step available (available steps -1)
Number of the last step

code: int32 GetTrackLastStepAtFrame ( [EChaosVDTrackType](API\Plugins\ChaosVD\EChaosVDTrackType) TrackType, int32 InTrackID, int32 InFrameNumber ) const


description:
Gets the available steps container in a track at the specified frame
Ptr to the steps data container

code: const FChaosVDStepsContainer * GetTrackStepsDataAtFrame ( [EChaosVDTrackType](API\Plugins\ChaosVD\EChaosVDTrackType) TrackType, int32 InTrackID, int32 FrameNumber ) const


description:
Gets the number of available steps in a track at the specified frame
Number of available steps

code: int32 GetTrackStepsNumberAtFrame ( [EChaosVDTrackType](API\Plugins\ChaosVD\EChaosVDTrackType) TrackType, int32 InTrackID, int32 FrameNumber ) const


description: Updates the controlled scene with the loaded data at specified game frame

code: void GoToRecordedGameFrame ( int32 FrameNumber, [FGuid](API\Runtime\Core\Misc\FGuid) InstigatorID )


description: Updates the controlled scene with the loaded data at specified solver frame and solver step

code: void GoToRecordedSolverStep ( int32 InTrackID, int32 FrameNumber, int32 Step, [FGuid](API\Runtime\Core\Misc\FGuid) InstigatorID )


description: Moves a track of the recording to the specified step and frame numbers

code: void GoToTrackFrame ( [FGuid](API\Runtime\Core\Misc\FGuid) InstigatorID, [EChaosVDTrackType](API\Plugins\ChaosVD\EChaosVDTrackType) TrackType, int32 InTrackID, int32 FrameNumber, int32 Step )


description: Handles any data changes on the loaded recording - Usually called during Trace analysis

code: void HandleCurrentRecordingUpdated()


description: Returns true if the controller has a valid recording loaded

code: bool IsRecordingLoaded() const


description: Loads a recording using a Trace Session Name

code: bool LoadChaosVDRecordingFromTraceSession ( const [FString](API\Runtime\Core\Containers\FString) & InSessionName )


description: Locks the steps timeline of a given track so each time you move between frames, it will automatically scrub to the locked in step

code: void LockTrackInCurrentStep ( [EChaosVDTrackType](API\Plugins\ChaosVD\EChaosVDTrackType) TrackType, int32 TrackID )


description: Called when data on the recording being controlled gets updated internally or externally (for example, during Trace Analysis)


description: Called when a frame on a track is updated


description: Finds the closest Key frame to the provided frame number, and plays all the following frames until the specified frame number (no inclusive)

code: void PlayFromClosestKeyFrame ( int32 InTrackID, int32 FrameNumber, [FChaosVDScene](API\Plugins\ChaosVD\FChaosVDScene) & InSceneToControl )


description: Unloads the currently loaded recording

code: void UnloadCurrentRecording ( [EChaosVDUnloadRecordingFlags](API\Plugins\ChaosVD\EChaosVDUnloadRecordingFlags) UnloadOptions )


description: UnLocks the steps timeline of a given track so each time you move between frames, it will automatically scrub to the default step

code: void UnlockTrackStep ( [EChaosVDTrackType](API\Plugins\ChaosVD\EChaosVDTrackType) TrackType, int32 TrackID )


description: Updates (or adds) solvers data from the loaded recording to the solver tracks

code: void UpdateSolverTracksData()


code: FChaosVDPlaybackController ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FChaosVDScene](API\Plugins\ChaosVD\FChaosVDScene) > & InSceneToControl )


className: FChaosVDPlaybackController

description: Loads,unloads and owns a Chaos VD recording file

code: class FChaosVDPlaybackController : public [TSharedFromThis< FChaosVDPlaybackController >](API\Runtime\Core\Templates\TSharedFromThis)

ControllerFrameUpdatedDelegate

type: FChaosVDPlaybac...

description: Delegate called when the a in a track changes

ControllerUpdatedDelegate

description: Delegate called when the data on the loaded recording changes

LoadedRecording

type: TSharedPtr<FCh...

description: Ptr to the loaded recording

SceneToControl

description: Ptr to the current Chaos VD Scene this controller controls

TrackInfoPerType

type: TMap<EChaosVDT...

description: Map containing all track info, by track type


code: virtual void HandleControllerTrackFrameUpdated ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FChaosVDPlaybackController](API\Plugins\ChaosVD\FChaosVDPlaybackController) > InController, const [FChaosVDTrackInfo](API\Plugins\ChaosVD\FChaosVDTrackInfo) * UpdatedTrackInfo, [FGuid](API\Runtime\Core\Misc\FGuid) InstigatorGuid )


className: FChaosVDPlaybackControllerFrameUpdated

code: typedef TMulticastDelegate_ThreeParams< void, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FChaosVDPlaybackController](API\Plugins\ChaosVD\FChaosVDPlaybackController) >, const [FChaosVDTrackInfo](API\Plugins\ChaosVD\FChaosVDTrackInfo) *, [FGuid](API\Runtime\Core\Misc\FGuid) > FChaosVDPlaybackControllerFrameUpdated


code: virtual void HandlePlaybackControllerDataUpdated ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FChaosVDPlaybackController](API\Plugins\ChaosVD\FChaosVDPlaybackController) > InController )


description: Called when the current selection has changed

code: virtual void HandlePostSelectionChange ( const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * ChangesSelectionSet )


code: virtual void RegisterNewController ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FChaosVDPlaybackController](API\Plugins\ChaosVD\FChaosVDPlaybackController) > NewController )


className: FChaosVDPlaybackControllerObserver

description: Class to be used as base to any object that needs to Process Player Controller changes, and scene Selection Changes

code: class FChaosVDPlaybackControllerObserver : public [FChaosVDSceneSelectionObserver](API\Plugins\ChaosVD\FChaosVDSceneSelectionObserver)


className: FChaosVDPlaybackControllerUpdated

code: typedef TMulticastDelegate_OneParam< void, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FChaosVDPlaybackController](API\Plugins\ChaosVD\FChaosVDPlaybackController) > > FChaosVDPlaybackControllerUpdated


description: FViewElementDrawerinterface

code: virtual void Draw ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


description: Called to draw onto the viewports 2D canvas

code: virtual void DrawCanvas ( [FViewport](API\Runtime\Engine\FViewport) & InViewport, [FSceneView](API\Runtime\Engine\FSceneView) & View, [FCanvas](API\Runtime\Engine\FCanvas) & Canvas )


description:
Use the viewports Scene to get a world. Will use Global world instance of the scene or its world is invalid.
A valid pointer to the viewports world scene.

code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


code: void SetScene ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FChaosVDScene](API\Plugins\ChaosVD\FChaosVDScene) > InScene )


description: Called when the user clicks in the viewport

code: virtual void ProcessClick ( [FSceneView](API\Runtime\Engine\FSceneView) & View, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event, uint32 HitX, uint32 HitY )


className: FChaosVDPlaybackViewportClient

description: Client viewport class used for to handle a Chaos Visual Debugger world Interaction/Rendering. It re-routes interaction events to our Chaos VD scene

code: class FChaosVDPlaybackViewportClient : public [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient)


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > HandleTabSpawned ( const [FSpawnTabArgs](API\Runtime\Slate\Framework\Docking\FSpawnTabArgs) & Args )


code: FChaosVDPlaybackViewportTab ( const [FName](API\Runtime\Core\UObject\FName) & InTabID, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > InTabManager, [SChaosVDMainTab](API\Plugins\ChaosVD\Widgets\SChaosVDMainTab) * InOwningTabWidget )


className: FChaosVDPlaybackViewportTab

description: Spawns and handles and instance for the visual debugger Playback viewport tab It contains the Playback controls and the 3D viewport

code: class FChaosVDPlaybackViewportTab : public [FChaosVDTabSpawnerBase](API\Plugins\ChaosVD\FChaosVDTabSpawnerBase), public [TSharedFromThis< FChaosVDPlaybackViewportTab >](API\Runtime\Core\Templates\TSharedFromThis)

PlaybackViewportWidget

type: TSharedPtr<SCh...


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Deletes all actors of the Scene and underlyingUWorld

code: void CleanUpScene()


description: Returns a ptr to the current selection set object


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FChaosVDGeometryBuilder](API\Plugins\ChaosVD\FChaosVDGeometryBuilder) > & GetGeometryGenerator()


description: Returns a ptr to the particle actor representing the provided Particle ID

code: [AChaosVDParticleActor](API\Plugins\ChaosVD\AChaosVDParticleActor) * GetParticleActor ( int32 SolverID, int32 ParticleID )


description: Overload this method to report a name for your referencer

code: virtual [FString](API\Runtime\Core\Containers\FString) GetReferencerName() const


description: Returns the a ptr to theUWorldused to represent the current recorded frame data

code: [UWorld](API\Runtime\Engine\Engine\UWorld) * GetUnderlyingWorld() const


code: void HandleEnterNewGameFrame ( int32 FrameNumber, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & AvailableSolversIds )


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [Chaos::FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) > * GetUpdatedGeometry ( int32 GeometryID ) const


code: void HandleNewGeometryData ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [Chaos::FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) > &, const uint32 GeometryID ) const


description: Evaluates an object and returns true if it is selected

code: bool IsObjectSelected ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Event triggered when an object is focused in the scene (double click in the scene outliner)


description: Called each time this Scene is modified


description: Adds an object to the selection set if it was not selected already, making it selected in practice

code: void SetSelectedObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SelectedObject )


description: Updates, Adds and Remove actors to match the provided Step Data

code: void UpdateFromRecordedStepData ( const int32 SolverID, const [FString](API\Runtime\Core\Containers\FString) & SolverName, const [FChaosVDStepData](API\Runtime\ChaosVDData\FChaosVDStepData) & InRecordedStepData, const [FChaosVDSolverFrameData](API\Runtime\ChaosVDData\FChaosVDSolverFrameData) & InFrameData )


code: void UpdateParticlesCollisionData ( const [FChaosVDStepData](API\Runtime\ChaosVDData\FChaosVDStepData) & InRecordedStepData, int32 SolverID )


className: FChaosVDScene

description: Recreates aUWorldfrom a recorded Chaos VD Frame

code: class FChaosVDScene : public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject), public [TSharedFromThis< FChaosVDScene >](API\Runtime\Core\Templates\TSharedFromThis)


code: const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * GetSelectionSetObject() const


description: Called when the current selection has changed

code: virtual void HandlePostSelectionChange ( const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * ChangesSelectionSet )


description: Called when the current selection might change

code: virtual void HandlePreSelectionChange ( const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * SelectionSetPreChange )


description: Stores a weak ptr to the selection set object containing the current selection state

code: void RegisterSelectionSetObject ( [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * SelectionSetObject )


className: FChaosVDSceneSelectionObserver

description: Base class that provided access to selection events from the Chaos visual debugger local selection system.

code: class FChaosVDSceneSelectionObserver

ObservedSelection

type: TWeakObjectPtr<...

description: Weak Ptr to the selection set object we are observing


className: FChaosVDSceneUpdatedDelegate

code: typedef TMulticastDelegate_NoParams< void > FChaosVDSceneUpdatedDelegate


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > HandleTabSpawned ( const [FSpawnTabArgs](API\Runtime\Slate\Framework\Docking\FSpawnTabArgs) & Args )


code: FChaosVDSolversTracksTab ( const [FName](API\Runtime\Core\UObject\FName) & InTabID, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > InTabManager, [SChaosVDMainTab](API\Plugins\ChaosVD\Widgets\SChaosVDMainTab) * InOwningTabWidget )


className: FChaosVDSolversTracksTab

description: Spawns and handles and instance for the visual debugger Solvers Tracks tab Which provides playback controls for each recorded solver

code: class FChaosVDSolversTracksTab : public [FChaosVDTabSpawnerBase](API\Plugins\ChaosVD\FChaosVDTabSpawnerBase), public [TSharedFromThis< FChaosVDSolversTracksTab >](API\Runtime\Core\Templates\TSharedFromThis)


code: static const [ISlateStyle](API\Runtime\SlateCore\Styling\ISlateStyle) & Get()


className: StyleInstance

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet) > StyleInstance = nullptr;


className: ChaosVisualDebuggerTab

code: static const [FName](API\Runtime\Core\UObject\FName) ChaosVisualDebuggerTab = TEXT("ChaosVisualDebuggerTab");


className: CVDEditorSettings

code: static const [FName](API\Runtime\Core\UObject\FName) CVDEditorSettings = TEXT("CVDEditorSettings");


className: DetailsPanel

code: static const [FName](API\Runtime\Core\UObject\FName) DetailsPanel = TEXT("DetailsPanel");


className: OutputLog

code: static const [FName](API\Runtime\Core\UObject\FName) OutputLog = TEXT("ChaosVDOutputLog");


className: WorldOutliner

code: static const [FName](API\Runtime\Core\UObject\FName) WorldOutliner = TEXT("WorldOutliner");


className: PlaybackViewport

code: static const [FName](API\Runtime\Core\UObject\FName) PlaybackViewport = TEXT("PlaybackViewport");


className: SolversTrack

code: static const [FName](API\Runtime\Core\UObject\FName) SolversTrack = TEXT("SolversTrack");


code: [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FChaosVDScene](API\Plugins\ChaosVD\FChaosVDScene) > GetChaosVDScene() const


code: [UWorld](API\Runtime\Engine\Engine\UWorld) * GetChaosVDWorld() const


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > HandleTabSpawned ( const [FSpawnTabArgs](API\Runtime\Slate\Framework\Docking\FSpawnTabArgs) & Args )


code: FChaosVDTabSpawnerBase ( const [FName](API\Runtime\Core\UObject\FName) & InTabID, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > InTabManager, [SChaosVDMainTab](API\Plugins\ChaosVD\Widgets\SChaosVDMainTab) * InOwningTabWidget )


code: virtual ~FChaosVDTabSpawnerBase()


className: FChaosVDTabSpawnerBase

description: Base class for any tab of the Chaos Visual Debugger tool

code: class FChaosVDTabSpawnerBase

OwningTabWidget

type: SChaosVDMainTab...

description: Ptr to the main tab of the owning visual debugger tool instance


className: FChaosVDTrackInfo

description: Data that represents the current state of a track and ID info

code: struct FChaosVDTrackInfo

TrackName

type: FString

TrackType

type: EChaosVDTrackTy...


description: Subclasses implement this to generate mesh

code: virtual FMeshShapeGenerator & Generate()


description: Triangle Mesh Implicit object used as data source to generate the dynamic mesh

code: void GenerateFromTriMesh ( const [Chaos::FTriangleMeshImplicitObject](API\Runtime\Chaos\Chaos\FTriangleMeshImplicitObject) & InTriMesh )


className: FChaosVDTriMeshGenerator

description: Generates a Dynamic mesh based on a Triangle Mesh Implicit object

code: class FChaosVDTriMeshGenerator : public [UE::Geometry::FMeshShapeGenerator](API\Runtime\GeometryCore\Generators\FMeshShapeGenerator)


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > HandleTabSpawned ( const [FSpawnTabArgs](API\Runtime\Slate\Framework\Docking\FSpawnTabArgs) & Args )


code: FChaosVDWorldOutlinerTab ( const [FName](API\Runtime\Core\UObject\FName) & InTabID, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > InTabManager, [SChaosVDMainTab](API\Plugins\ChaosVD\Widgets\SChaosVDMainTab) * InOwningTabWidget )


className: FChaosVDWorldOutlinerTab

description: Spawns and handles and instance for the visual debugger World Outliner

code: class FChaosVDWorldOutlinerTab : public [FChaosVDTabSpawnerBase](API\Plugins\ChaosVD\FChaosVDTabSpawnerBase), public [TSharedFromThis< FChaosVDWorldOutlinerTab >](API\Runtime\Core\Templates\TSharedFromThis)


code: template<typename MeshType> void GenerateGeometry()


code: FGeometryGenerationTask ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FChaosVDGeometryBuilder](API\Plugins\ChaosVD\FChaosVDGeometryBuilder) > & InBuilder, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [UE::Geometry::FMeshShapeGenerator](API\Runtime\GeometryCore\Generators\FMeshShapeGenerator) > & InGenerator, const uint32 GeometryKey, const int32 LODsToGenerateNum )


className: FGeometryGenerationTask

description: Used to execute each individual Geometry Generation task using the data with which was constructed. It allows the task to skip the actual generation attempt if the Geometry builder instance goes away which happens when the tool is closed

code: class FGeometryGenerationTask


className: InvalidGuid

code: static [FGuid](API\Runtime\Core\Misc\FGuid) InvalidGuid = FGuid(0,0,0,0);


code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetInstigatorID() const


code: IChaosVDPlaybackControllerInstigator()


className: operator&

code: constexpr [EChaosVDActorGeometryUpdateFlags](API\Plugins\ChaosVD\EChaosVDActorGeometryUpdateFlags) operator& ( [EChaosVDActorGeometryUpdateFlags](API\Plugins\ChaosVD\EChaosVDActorGeometryUpdateFlags) Lhs, [EChaosVDActorGeometryUpdateFlags](API\Plugins\ChaosVD\EChaosVDActorGeometryUpdateFlags) Rhs )


className: IChaosVDPlaybackControllerInstigator

description: Common interface for any object that alters a ChaosVDPlaybackController


code: constexpr [EChaosVDUnloadRecordingFlags](API\Plugins\ChaosVD\EChaosVDUnloadRecordingFlags) operator& ( [EChaosVDUnloadRecordingFlags](API\Plugins\ChaosVD\EChaosVDUnloadRecordingFlags) Lhs, [EChaosVDUnloadRecordingFlags](API\Plugins\ChaosVD\EChaosVDUnloadRecordingFlags) Rhs )


className: operator&=

code: [EChaosVDActorGeometryUpdateFlags](API\Plugins\ChaosVD\EChaosVDActorGeometryUpdateFlags) & operator&= ( [EChaosVDActorGeometryUpdateFlags](API\Plugins\ChaosVD\EChaosVDActorGeometryUpdateFlags) & Lhs, [EChaosVDActorGeometryUpdateFlags](API\Plugins\ChaosVD\EChaosVDActorGeometryUpdateFlags) Rhs )


code: [EChaosVDUnloadRecordingFlags](API\Plugins\ChaosVD\EChaosVDUnloadRecordingFlags) & operator&= ( [EChaosVDUnloadRecordingFlags](API\Plugins\ChaosVD\EChaosVDUnloadRecordingFlags) & Lhs, [EChaosVDUnloadRecordingFlags](API\Plugins\ChaosVD\EChaosVDUnloadRecordingFlags) Rhs )


className: operator~

code: constexpr [EChaosVDActorGeometryUpdateFlags](API\Plugins\ChaosVD\EChaosVDActorGeometryUpdateFlags) operator~ ( [EChaosVDActorGeometryUpdateFlags](API\Plugins\ChaosVD\EChaosVDActorGeometryUpdateFlags) E )


className: operator^

code: constexpr [EChaosVDActorGeometryUpdateFlags](API\Plugins\ChaosVD\EChaosVDActorGeometryUpdateFlags) operator^ ( [EChaosVDActorGeometryUpdateFlags](API\Plugins\ChaosVD\EChaosVDActorGeometryUpdateFlags) Lhs, [EChaosVDActorGeometryUpdateFlags](API\Plugins\ChaosVD\EChaosVDActorGeometryUpdateFlags) Rhs )


code: constexpr [EChaosVDUnloadRecordingFlags](API\Plugins\ChaosVD\EChaosVDUnloadRecordingFlags) operator^ ( [EChaosVDUnloadRecordingFlags](API\Plugins\ChaosVD\EChaosVDUnloadRecordingFlags) Lhs, [EChaosVDUnloadRecordingFlags](API\Plugins\ChaosVD\EChaosVDUnloadRecordingFlags) Rhs )


className: operator^=

code: [EChaosVDActorGeometryUpdateFlags](API\Plugins\ChaosVD\EChaosVDActorGeometryUpdateFlags) & operator^= ( [EChaosVDActorGeometryUpdateFlags](API\Plugins\ChaosVD\EChaosVDActorGeometryUpdateFlags) & Lhs, [EChaosVDActorGeometryUpdateFlags](API\Plugins\ChaosVD\EChaosVDActorGeometryUpdateFlags) Rhs )


code: [EChaosVDUnloadRecordingFlags](API\Plugins\ChaosVD\EChaosVDUnloadRecordingFlags) & operator^= ( [EChaosVDUnloadRecordingFlags](API\Plugins\ChaosVD\EChaosVDUnloadRecordingFlags) & Lhs, [EChaosVDUnloadRecordingFlags](API\Plugins\ChaosVD\EChaosVDUnloadRecordingFlags) Rhs )


className: operator!

code: constexpr bool operator! ( [EChaosVDActorGeometryUpdateFlags](API\Plugins\ChaosVD\EChaosVDActorGeometryUpdateFlags) E )


code: constexpr bool operator! ( [EChaosVDUnloadRecordingFlags](API\Plugins\ChaosVD\EChaosVDUnloadRecordingFlags) E )


code: constexpr [EChaosVDUnloadRecordingFlags](API\Plugins\ChaosVD\EChaosVDUnloadRecordingFlags) operator~ ( [EChaosVDUnloadRecordingFlags](API\Plugins\ChaosVD\EChaosVDUnloadRecordingFlags) E )


code: void AddConstraintToParticleIDMap ( const [FChaosVDConstraint](API\Runtime\ChaosVDRuntime\DataWrappers\FChaosVDConstraint) & InConstraintData, int32 ParticleID, [FChaosVDSolverFrameData](API\Runtime\ChaosVDData\FChaosVDSolverFrameData) & InFrameData )


description: Called with the raw serialized data to be processed

code: virtual bool ProcessRawData ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & InData )


code: FChaosVDConstraintDataProcessor()


className: FChaosVDConstraintDataProcessor

description: Data processor implementation that is able to deserialize traced Constraints

code: class FChaosVDConstraintDataProcessor : public [IChaosVDDataProcessor](API\Plugins\ChaosVD\Trace\DataProcessors\IChaosVDDataProcessor)


code: void AddMidPhaseToParticleIDMap ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FChaosVDParticlePairMidPhase](API\Runtime\ChaosVDRuntime\DataWrappers\FChaosVDParticlePairMidPhase) > & MidPhaseData, int32 ParticleID, [FChaosVDSolverFrameData](API\Runtime\ChaosVDData\FChaosVDSolverFrameData) & InFrameData )


className: FChaosVDMidPhaseDataProcessor

description: Data processor implementation that is able to deserialize traced MidPhases

code: class FChaosVDMidPhaseDataProcessor : public [IChaosVDDataProcessor](API\Plugins\ChaosVD\Trace\DataProcessors\IChaosVDDataProcessor)


code: FChaosVDTraceImplicitObjectProcessor()


className: FChaosVDTraceImplicitObjectProcessor

description: Data processor implementation that is able to deserialize traced Implicit objects

code: class FChaosVDTraceImplicitObjectProcessor : public [IChaosVDDataProcessor](API\Plugins\ChaosVD\Trace\DataProcessors\IChaosVDDataProcessor)


code: FChaosVDTraceParticleDataProcessor()


className: FChaosVDTraceParticleDataProcessor

description: Data processor implementation that is able to deserialize traced Particles data

code: class FChaosVDTraceParticleDataProcessor : public [IChaosVDDataProcessor](API\Plugins\ChaosVD\Trace\DataProcessors\IChaosVDDataProcessor)


description: Type name this data processor can interpret


description: Sets the Trace Provider that is storing the data being analyzed

code: void SetTraceProvider ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FChaosVDTraceProvider](API\Plugins\ChaosVD\Trace\FChaosVDTraceProvider) > & InProvider )


code: IChaosVDDataProcessor ( FStringView InCompatibleType )


className: IChaosVDDataProcessor

description: Interface for all used for any class that is able to process traced Chaos Visual Debugger binary data

code: class IChaosVDDataProcessor

CompatibleType

type: FStringView


code: FChaosVDBinaryDataContainer ( const int32 InDataID )


className: FChaosVDBinaryDataContainer

code: struct FChaosVDBinaryDataContainer

bIsCompressed

type: bool

RawData

type: TArray< uint8 >


className: FChaosVDTraceAnalysisComplete

code: typedef TMulticastDelegate_NoParams< void > FChaosVDTraceAnalysisComplete


description: Called when analysis of a trace is beginning. Analyzer implementers can subscribe to the events that they are interested in at this point

code: virtual void OnAnalysisBegin ( const [FOnAnalysisContext](API\Developer\TraceAnalysis\Trace\IAnalyzer\FOnAnalysisContext) & Context )


description: Indicates that the analysis of a trace log has completed and there are no further events

code: virtual void OnAnalysisEnd()


description:
For each event subscribed to inOnAnalysisBegin(), the analysis engine will call this method when those events are encountered in a trace log
This analyzer is removed from the analysis session if false is returned.

code: virtual bool OnEvent ( uint16 RouteId, [EStyle](API\Developer\TraceAnalysis\Trace\IAnalyzer\EStyle) Style, const [FOnEventContext](API\Developer\TraceAnalysis\Trace\IAnalyzer\FOnEventContext) & Context )


code: enum { RouteId_ChaosVDBinaryDataContent }


code: enum { RouteId_ChaosVDBinaryDataEnd }


code: enum { RouteId_ChaosVDBinaryDataStart }


code: enum { RouteId_ChaosVDParticleDestroyed }


code: enum { RouteId_ChaosVDSolverSimulationSpace }


code: enum { RouteId_ChaosVDSolverFrameEnd }


code: enum { RouteId_ChaosVDSolverFrameStart }


code: enum { RouteId_ChaosVDSolverStepEnd }


code: enum { RouteId_ChaosVDSolverStepStart }


code: FChaosVDTraceAnalyzer ( [TraceServices::IAnalysisSession](API\Developer\TraceServices\TraceServices\Model\IAnalysisSession) & Session, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FChaosVDTraceProvider](API\Plugins\ChaosVD\Trace\FChaosVDTraceProvider) > & InChaosVDTraceProvider )


className: FChaosVDTraceAnalyzer

description: Analyzer class for Chaos VD trace recordings. It processes all Chaos VD trace events and rebuilds the recording in a usable Recording struct handled by a custom Trace Provider

code: class FChaosVDTraceAnalyzer : public [UE::Trace::IAnalyzer](API\Developer\TraceAnalysis\Trace\IAnalyzer)


code: void CloseSession ( const [FString](API\Runtime\Core\Containers\FString) & InSessionName )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [TraceServices::IAnalysisSession](API\Developer\TraceServices\TraceServices\Model\IAnalysisSession) > GetSession ( const [FString](API\Runtime\Core\Containers\FString) & InSessionName )


code: [FString](API\Runtime\Core\Containers\FString) LoadTraceFile ( const [FString](API\Runtime\Core\Containers\FString) & InTraceFilename )


code: virtual void GenerateReports ( const [TraceServices::IAnalysisSession](API\Developer\TraceServices\TraceServices\Model\IAnalysisSession) & Session, const TCHAR * CmdLine, const TCHAR * OutputDirectory )


className: FChaosVDTraceManager

description: Manager class used by Chaos VD to interact/control UE Trace systems

code: class FChaosVDTraceManager


code: virtual const TCHAR * GetCommandLineArgument()


code: virtual void GetLoggers ( [TArray](API\Runtime\Core\Containers\TArray)< const TCHAR * > & OutLoggers )


code: virtual void GetModuleInfo ( [TraceServices::FModuleInfo](API\Developer\TraceServices\TraceServices\FModuleInfo) & OutModuleInfo )


code: virtual void OnAnalysisBegin ( [TraceServices::IAnalysisSession](API\Developer\TraceServices\TraceServices\Model\IAnalysisSession) & InSession )


className: FChaosVDTraceModule

description: Modular feature used by ChaosVD to interface with the Trace Services system

code: class FChaosVDTraceModule : public [TraceServices::IModule](API\Developer\TraceServices\TraceServices\IModule)


code: void AddGameFrame ( [FChaosVDGameFrameData](API\Runtime\ChaosVDData\FChaosVDGameFrameData) && FrameData )


code: void AddSolverFrame ( const int32 InSolverGUID, [FChaosVDSolverFrameData](API\Runtime\ChaosVDData\FChaosVDSolverFrameData) && FrameData )


code: void CreateRecordingInstanceForSession ( const [FString](API\Runtime\Core\Containers\FString) & InSessionName )


code: [FChaosVDGameFrameData](API\Runtime\ChaosVDData\FChaosVDGameFrameData) * GetLastGameFrame() const


code: [FChaosVDBinaryDataContainer](API\Plugins\ChaosVD\Trace\FChaosVDBinaryDataContainer) & FindOrAddUnprocessedData ( const int32 DataID )


code: [FChaosVDSolverFrameData](API\Runtime\ChaosVDData\FChaosVDSolverFrameData) * GetLastSolverFrame ( const int32 InSolverGUID ) const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FChaosVDRecording](API\Runtime\ChaosVDData\FChaosVDRecording) > GetRecordingForSession() const


code: [FChaosVDSolverFrameData](API\Runtime\ChaosVDData\FChaosVDSolverFrameData) * GetSolverFrame ( const int32 InSolverGUID, const int32 FrameNumber ) const


code: [FChaosVDGameFrameData](API\Runtime\ChaosVDData\FChaosVDGameFrameData) * GetSolverFrame ( uint64 FrameStartCycle ) const


code: bool ProcessBinaryData ( const int32 DataID )


code: void RegisterDataProcessor ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IChaosVDDataProcessor](API\Plugins\ChaosVD\Trace\DataProcessors\IChaosVDDataProcessor) > InDataProcessor )


code: FChaosVDTraceProvider ( [TraceServices::IAnalysisSession](API\Developer\TraceServices\TraceServices\Model\IAnalysisSession) & InSession )


className: FChaosVDTraceProvider

description: Provider class for Chaos VD trace recordings. It stores and handles rebuilt recorded frame data from Trace events dispatched by the Chaos VD Trace analyzer

code: class FChaosVDTraceProvider : public [TraceServices::IProvider](API\Developer\TraceServices\TraceServices\Model\IProvider), public [TSharedFromThis< FChaosVDTraceProvider >](API\Runtime\Core\Templates\TSharedFromThis)


className: FChaosVDTraceSessionData

code: struct FChaosVDTraceSessionData

UnprocessedDataByID

type: TMap< int32,TS...


className: TrackInfoByIDMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< int32, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FChaosVDTrackInfo](API\Plugins\ChaosVD\FChaosVDTrackInfo) > > TrackInfoByIDMap


className: UChaosVDEditorSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine) class UChaosVDEditorSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

BasePhysicsVDWorld

type: TSoftObjectPtr<...


className: EChaosVDCollisionVisualizationFlags

code: enum EChaosVDCollisionVisualizationFlags { None = 0, ContactPoints = 1 << 0, NetPushOut = 1 << 2, NetImpulse = 1 << 3, ContactNormal = 1 << 4, AccumulatedImpulse = 1 << 5, DrawOnlyActiveContacts = 1 << 6, }


className: EChaosVDParticleDataVisualizationFlags

code: enum EChaosVDParticleDataVisualizationFlags { None = 0, Velocity = 1 << 0, AngularVelocity = 1 << 1, Acceleration = 1 << 2, AngularAcceleration = 1 << 3, LinearImpulse = 1 << 4, AngularImpulse = 1 << 5, }


code: virtual void DrawVisualization ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


className: VisualizerID

code: static const FStringView VisualizerID = TEXT("CollisionVisualizer");


code: FChaosVDCollisionDataVisualizer ( [IChaosVDParticleVisualizationDataProvider](API\Plugins\ChaosVD\Visualizers\IChaosVDParticleVisualizationDat-) & InProvider )


className: FChaosVDCollisionDataVisualizer

code: class FChaosVDCollisionDataVisualizer : public [FChaosVDDataVisualizerBase](API\Plugins\ChaosVD\Visualizers\FChaosVDDataVisualizerBase)

DataProvider

type: IChaosVDParticl...


description: Replaces the local visualization flags with new ones

code: void UpdateVisualizationFlags ( uint32 NewFlags )


code: virtual ~FChaosVDDataVisualizerBase()


className: FChaosVDDataVisualizerBase

description: UE Components Visualizers should also be supported and can be used instead if needed.

code: class FChaosVDDataVisualizerBase

LocalVisualizationFlags

description: Flags to override the Global visualization flags.


code: static void DrawArrowVector ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FVector & StartLocation, const FVector & EndLocation, FStringView DebugText, const [FColor](API\Runtime\Core\Math\FColor) & Color, float ArrowSize )


code: static void DrawCanvas ( [FViewport](API\Runtime\Engine\FViewport) & InViewport, [FSceneView](API\Runtime\Engine\FSceneView) & View, [FCanvas](API\Runtime\Engine\FCanvas) & Canvas )


code: static void DrawPoint ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FVector & Location, FStringView DebugText, const [FColor](API\Runtime\Core\Math\FColor) & Color, float Size )


code: static void DrawText ( FStringView StringToDraw, const FVector & Location, const [FColor](API\Runtime\Core\Math\FColor) & Color )


className: TexToDrawQueue

code: static [TQueue](API\Runtime\Core\Containers\TQueue)< FChaosVDQueuedTextToDraw > TexToDrawQueue = TQueue<FChaosVDQueuedTextToDraw>();


className: FChaosVDDebugDrawUtils

description: Utility methods that allows Debug draw into the Chaos VD Editor

code: class FChaosVDDebugDrawUtils


code: static const FStringView VisualizerID = TEXT("ParticleDataVisualizer");


code: FChaosVDParticleDataVisualizer ( [IChaosVDParticleVisualizationDataProvider](API\Plugins\ChaosVD\Visualizers\IChaosVDParticleVisualizationDat-) & InProvider )


className: FChaosVDParticleDataVisualizer

code: class FChaosVDParticleDataVisualizer : public [FChaosVDDataVisualizerBase](API\Plugins\ChaosVD\Visualizers\FChaosVDDataVisualizerBase)


className: FChaosVDVisualizationContext

description: Context needed to be able to visualize data in the viewport

code: struct FChaosVDVisualizationContext

CVDScene

type: TWeakPtr<FChao...

SpaceTransform

type: FTransform


code: virtual const [FChaosVDParticleDataWrapper](API\Runtime\ChaosVDRuntime\DataWrappers\FChaosVDParticleDataWrapper) * GetParticleData()


code: virtual void GetVisualizationContext ( [FChaosVDVisualizationContext](API\Plugins\ChaosVD\Visualizers\FChaosVDVisualizationContext) & OutVisualizationContext )


description: As we are still not settled on if we will stick with having Actors to represent each particle, this interface allows us to abstract the Particle data access instead of using directlyAChaosVDParticleActor


code: virtual void DrawVisualization ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


className: IChaosVDVisualizerContainerInterface


className: operator&=

code: [EChaosVDCollisionVisualizationFlags](API\Plugins\ChaosVD\Visualizers\EChaosVDCollisionVisualizationFl-) & operator&= ( [EChaosVDCollisionVisualizationFlags](API\Plugins\ChaosVD\Visualizers\EChaosVDCollisionVisualizationFl-) & Lhs, [EChaosVDCollisionVisualizationFlags](API\Plugins\ChaosVD\Visualizers\EChaosVDCollisionVisualizationFl-) Rhs )


code: [EChaosVDParticleDataVisualizationFlags](API\Plugins\ChaosVD\Visualizers\EChaosVDParticleDataVisualizatio-) & operator&= ( [EChaosVDParticleDataVisualizationFlags](API\Plugins\ChaosVD\Visualizers\EChaosVDParticleDataVisualizatio-) & Lhs, [EChaosVDParticleDataVisualizationFlags](API\Plugins\ChaosVD\Visualizers\EChaosVDParticleDataVisualizatio-) Rhs )


className: operator~

code: constexpr [EChaosVDCollisionVisualizationFlags](API\Plugins\ChaosVD\Visualizers\EChaosVDCollisionVisualizationFl-) operator~ ( [EChaosVDCollisionVisualizationFlags](API\Plugins\ChaosVD\Visualizers\EChaosVDCollisionVisualizationFl-) E )


className: operator^=

code: [EChaosVDCollisionVisualizationFlags](API\Plugins\ChaosVD\Visualizers\EChaosVDCollisionVisualizationFl-) & operator^= ( [EChaosVDCollisionVisualizationFlags](API\Plugins\ChaosVD\Visualizers\EChaosVDCollisionVisualizationFl-) & Lhs, [EChaosVDCollisionVisualizationFlags](API\Plugins\ChaosVD\Visualizers\EChaosVDCollisionVisualizationFl-) Rhs )


code: [EChaosVDParticleDataVisualizationFlags](API\Plugins\ChaosVD\Visualizers\EChaosVDParticleDataVisualizatio-) & operator^= ( [EChaosVDParticleDataVisualizationFlags](API\Plugins\ChaosVD\Visualizers\EChaosVDParticleDataVisualizatio-) & Lhs, [EChaosVDParticleDataVisualizationFlags](API\Plugins\ChaosVD\Visualizers\EChaosVDParticleDataVisualizatio-) Rhs )


className: operator!

code: constexpr bool operator! ( [EChaosVDCollisionVisualizationFlags](API\Plugins\ChaosVD\Visualizers\EChaosVDCollisionVisualizationFl-) E )


code: constexpr bool operator! ( [EChaosVDParticleDataVisualizationFlags](API\Plugins\ChaosVD\Visualizers\EChaosVDParticleDataVisualizatio-) E )


className: UChaosVDVisualizerContainerInterface

description: Interface to be used by any object that contains a visualizer

code: class UChaosVDVisualizerContainerInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


className: EChaosVDSetTimelineFrameFlags

code: enum EChaosVDSetTimelineFrameFlags { None = 0, BroadcastChange = 1 << 0, Silent = 1 << 1, }


className: EChaosVDStepsWidgetUpdateFlags

description: Options flags to control how the Step timeline widgets should be updated

code: enum EChaosVDStepsWidgetUpdateFlags { UpdateText = 1 << 0, SetTimelineStep = 1 << 1, Default = UpdateText | SetTimelineStep, }


className: FChaosVDFrameChangedDelegate

code: typedef TBaseDelegate_OneParam< void, int32 > FChaosVDFrameChangedDelegate


className: FChaosVDFrameLockStateDelegate

code: typedef TBaseDelegate_OneParam< void, bool > FChaosVDFrameLockStateDelegate


className: operator&

code: constexpr [EChaosVDStepsWidgetUpdateFlags](API\Plugins\ChaosVD\Widgets\EChaosVDStepsWidgetUpdateFlags) operator& ( [EChaosVDStepsWidgetUpdateFlags](API\Plugins\ChaosVD\Widgets\EChaosVDStepsWidgetUpdateFlags) Lhs, [EChaosVDStepsWidgetUpdateFlags](API\Plugins\ChaosVD\Widgets\EChaosVDStepsWidgetUpdateFlags) Rhs )


code: constexpr [EChaosVDSetTimelineFrameFlags](API\Plugins\ChaosVD\Widgets\EChaosVDSetTimelineFrameFlags) operator& ( [EChaosVDSetTimelineFrameFlags](API\Plugins\ChaosVD\Widgets\EChaosVDSetTimelineFrameFlags) Lhs, [EChaosVDSetTimelineFrameFlags](API\Plugins\ChaosVD\Widgets\EChaosVDSetTimelineFrameFlags) Rhs )


code: [EChaosVDStepsWidgetUpdateFlags](API\Plugins\ChaosVD\Widgets\EChaosVDStepsWidgetUpdateFlags) & operator&= ( [EChaosVDStepsWidgetUpdateFlags](API\Plugins\ChaosVD\Widgets\EChaosVDStepsWidgetUpdateFlags) & Lhs, [EChaosVDStepsWidgetUpdateFlags](API\Plugins\ChaosVD\Widgets\EChaosVDStepsWidgetUpdateFlags) Rhs )


code: [EChaosVDSetTimelineFrameFlags](API\Plugins\ChaosVD\Widgets\EChaosVDSetTimelineFrameFlags) & operator&= ( [EChaosVDSetTimelineFrameFlags](API\Plugins\ChaosVD\Widgets\EChaosVDSetTimelineFrameFlags) & Lhs, [EChaosVDSetTimelineFrameFlags](API\Plugins\ChaosVD\Widgets\EChaosVDSetTimelineFrameFlags) Rhs )


code: constexpr [EChaosVDStepsWidgetUpdateFlags](API\Plugins\ChaosVD\Widgets\EChaosVDStepsWidgetUpdateFlags) operator~ ( [EChaosVDStepsWidgetUpdateFlags](API\Plugins\ChaosVD\Widgets\EChaosVDStepsWidgetUpdateFlags) E )


code: constexpr [EChaosVDSetTimelineFrameFlags](API\Plugins\ChaosVD\Widgets\EChaosVDSetTimelineFrameFlags) operator~ ( [EChaosVDSetTimelineFrameFlags](API\Plugins\ChaosVD\Widgets\EChaosVDSetTimelineFrameFlags) E )


className: operator^

code: constexpr [EChaosVDStepsWidgetUpdateFlags](API\Plugins\ChaosVD\Widgets\EChaosVDStepsWidgetUpdateFlags) operator^ ( [EChaosVDStepsWidgetUpdateFlags](API\Plugins\ChaosVD\Widgets\EChaosVDStepsWidgetUpdateFlags) Lhs, [EChaosVDStepsWidgetUpdateFlags](API\Plugins\ChaosVD\Widgets\EChaosVDStepsWidgetUpdateFlags) Rhs )


code: constexpr [EChaosVDSetTimelineFrameFlags](API\Plugins\ChaosVD\Widgets\EChaosVDSetTimelineFrameFlags) operator^ ( [EChaosVDSetTimelineFrameFlags](API\Plugins\ChaosVD\Widgets\EChaosVDSetTimelineFrameFlags) Lhs, [EChaosVDSetTimelineFrameFlags](API\Plugins\ChaosVD\Widgets\EChaosVDSetTimelineFrameFlags) Rhs )


code: [EChaosVDStepsWidgetUpdateFlags](API\Plugins\ChaosVD\Widgets\EChaosVDStepsWidgetUpdateFlags) & operator^= ( [EChaosVDStepsWidgetUpdateFlags](API\Plugins\ChaosVD\Widgets\EChaosVDStepsWidgetUpdateFlags) & Lhs, [EChaosVDStepsWidgetUpdateFlags](API\Plugins\ChaosVD\Widgets\EChaosVDStepsWidgetUpdateFlags) Rhs )


code: [EChaosVDSetTimelineFrameFlags](API\Plugins\ChaosVD\Widgets\EChaosVDSetTimelineFrameFlags) & operator^= ( [EChaosVDSetTimelineFrameFlags](API\Plugins\ChaosVD\Widgets\EChaosVDSetTimelineFrameFlags) & Lhs, [EChaosVDSetTimelineFrameFlags](API\Plugins\ChaosVD\Widgets\EChaosVDSetTimelineFrameFlags) Rhs )


code: constexpr bool operator! ( [EChaosVDStepsWidgetUpdateFlags](API\Plugins\ChaosVD\Widgets\EChaosVDStepsWidgetUpdateFlags) E )


code: constexpr bool operator! ( [EChaosVDSetTimelineFrameFlags](API\Plugins\ChaosVD\Widgets\EChaosVDSetTimelineFrameFlags) E )


code: void Construct ( const [FArguments](API\Plugins\ChaosVD\Widgets\SChaosVDMainTab\FArguments) & InArgs, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FChaosVDEngine](API\Plugins\ChaosVD\FChaosVDEngine) > InChaosVDEngine )


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SChaosVDMainTab >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FChaosVDEngine](API\Plugins\ChaosVD\FChaosVDEngine) > GetChaosVDEngineInstance() const


className: SChaosVDMainTab

description: The main widget containing the Chaos Visual Debugger interface

code: class SChaosVDMainTab : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: void Construct ( const [FArguments](API\Plugins\ChaosVD\Widgets\SChaosVDPlaybackViewport\FArguments) & InArgs, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FChaosVDScene](API\Plugins\ChaosVD\FChaosVDScene) > InScene, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FChaosVDPlaybackController](API\Plugins\ChaosVD\FChaosVDPlaybackController) > InPlaybackController )


code: WidgetArgsType & OwnerTab &40; TSharedPtr< SDockTab > InArg &41;


code: struct FArguments : public [TSlateBaseNamedArgs< SChaosVDPlaybackViewport >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


code: virtual void HandleControllerTrackFrameUpdated ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FChaosVDPlaybackController](API\Plugins\ChaosVD\FChaosVDPlaybackController) > InController, const [FChaosVDTrackInfo](API\Plugins\ChaosVD\FChaosVDTrackInfo) * UpdatedTrackInfo, [FGuid](API\Runtime\Core\Misc\FGuid) InstigatorGuid )


code: virtual void HandlePlaybackControllerDataUpdated ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FChaosVDPlaybackController](API\Plugins\ChaosVD\FChaosVDPlaybackController) > InController )


description: Called when the current selection has changed

code: virtual void HandlePostSelectionChange ( const [UTypedElementSelectionSet](API\Runtime\TypedElementRuntime\Elements\Framework\UTypedElementSelectionSet) * ChangesSelectionSet )


code: void OnFrameSelectionUpdated ( int32 NewFrameIndex ) const


code: virtual ~SChaosVDPlaybackViewport()


code: virtual void RegisterNewController ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FChaosVDPlaybackController](API\Plugins\ChaosVD\FChaosVDPlaybackController) > NewController )


className: SChaosVDPlaybackViewport

description: Widget that contains the 3D viewport and playback controls

code: class SChaosVDPlaybackViewport : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget), public [FChaosVDPlaybackControllerObserver](API\Plugins\ChaosVD\FChaosVDPlaybackControllerObserv-), public [IChaosVDPlaybackControllerInstigator](API\Plugins\ChaosVD\IChaosVDPlaybackControllerInstig-)

SceneViewport

type: TSharedPtr<FSc...

ViewportWidget

type: TSharedPtr<SVi...


code: void Construct ( const [FArguments](API\Plugins\ChaosVD\Widgets\SChaosVDSolverPlaybackControls\FArguments) & InArgs, int32 InSolverID, const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FChaosVDPlaybackController](API\Plugins\ChaosVD\FChaosVDPlaybackController) > & InPlaybackController )


code: struct FArguments : public [TSlateBaseNamedArgs< SChaosVDSolverPlaybackControls >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SChaosVDSolverPlaybackControls

description: Widget that Generates playback controls for solvers Which are two timelines, one for physics frames and other for steps

code: class SChaosVDSolverPlaybackControls : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget), public [FChaosVDPlaybackControllerObserver](API\Plugins\ChaosVD\FChaosVDPlaybackControllerObserv-), public [IChaosVDPlaybackControllerInstigator](API\Plugins\ChaosVD\IChaosVDPlaybackControllerInstig-)


code: void Construct ( const [FArguments](API\Plugins\ChaosVD\Widgets\SChaosVDSolverTracks\FArguments) & InArgs, [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FChaosVDPlaybackController](API\Plugins\ChaosVD\FChaosVDPlaybackController) > InPlaybackController )


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SChaosVDSolverTracks >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SChaosVDSolverTracks

description: Widget that Generates a expandable list of solver controls, based on the existing solver data on the ChaosVDPlaybackController

code: class SChaosVDSolverTracks : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget), public [FChaosVDPlaybackControllerObserver](API\Plugins\ChaosVD\FChaosVDPlaybackControllerObserv-), public [IChaosVDPlaybackControllerInstigator](API\Plugins\ChaosVD\IChaosVDPlaybackControllerInstig-)


code: void Construct ( const [FArguments](API\Plugins\ChaosVD\Widgets\SChaosVDTimelineWidget\FArguments) & InArgs )


code: WidgetArgsType & HideLockButton &40; const TAttribute< bool > & InAttribute &41;


code: WidgetArgsType & HideNextPrevButtons &40; const TAttribute< bool > & InAttribute &41;


code: WidgetArgsType & HidePlayStopButtons &40; const TAttribute< bool > & InAttribute &41;


code: WidgetArgsType & MaxFrames &40; int32 InArg &41;


code: WidgetArgsType & OnFrameChanged &40; const FChaosVDFrameChangedDelegate & InDelegate &41;


code: WidgetArgsType & OnFrameLockStateChanged &40; const FChaosVDFrameLockStateDelegate & InDelegate &41;


code: struct FArguments : public [TSlateBaseNamedArgs< SChaosVDTimelineWidget >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


code: const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetPlayOrPauseIcon() const


code: const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetLockStateIcon() const


description: Called when a new frame is manually selected or auto-updated during playback


description: Called when this timeline is locked or unlocked


description: Brings back the state of the timeline to its original state

code: void ResetTimeline()


code: void SetCurrentTimelineFrame ( float FrameNumber, [EChaosVDSetTimelineFrameFlags](API\Plugins\ChaosVD\Widgets\EChaosVDSetTimelineFrameFlags) Options )


code: void SetIsLocked ( bool NewIsLocked )


description: Ticks this widget with Geometry. Override in derived classes, but always call the parent implementation.

code: virtual void Tick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const double InCurrentTime, const float InDeltaTime )


code: void UpdateMinMaxValue ( float NewMin, float NewMax )


className: SChaosVDTimelineWidget

description: Simple timeline control widget

code: class SChaosVDTimelineWidget : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)

CurrentPlaybackTime

type: float

FrameChangedDelegate

type: FChaosVDFrameCh...

FrameLockedDelegate

type: FChaosVDFrameLo...

TimelineSlider

type: TSharedPtr<SSl...


module: ChaosVehicles

code: virtual void DisplayDebug ( class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const [FDebugDisplayInfo](API\Runtime\Engine\FDebugDisplayInfo) & DebugDisplay, float & YL, float & YPos )


description: Returns Mesh subobject

code: [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * GetMesh() const


description: Util to get the wheeled vehicle movement component


className: VehicleMeshComponentName

description: Name of the MeshComponent. Use this name if you want to prevent creation of the component (with ObjectInitializer.DoNotCreateDefaultSubobject).


description: Returns VehicleMovement subobject

code: [UChaosVehicleMovementComponent](API\Plugins\ChaosVehicles\UChaosVehicleMovementComponent) * GetVehicleMovement() const


className: VehicleMovementComponentName

description: Name of the VehicleMovement. Use this name if you want to use a different class (with ObjectInitializer.SetDefaultSubobjectClass).


code: AWheeledVehiclePawn ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: AWheeledVehiclePawn

description: ChaosWheeledVehicle is the base wheeled vehicle pawn actor.Bydefault it usesUChaosWheeledVehicleMovementComponentfor its simulation, but this can be overridden by inheriting from the class and modifying its constructor like so: Super(ObjectInitializer.SetDefaultSubobjectClass(VehicleComponentName)) Where UMyMovement is the new movement type that inherits fromUChaosVehicleMovementComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Config=Game, BlueprintType) class AWheeledVehiclePawn : public [APawn](API\Runtime\Engine\GameFramework\APawn)


className: EAxleType

code: enum EAxleType { Undefined = 0, Front, Rear, }


className: EChaosAsyncVehicleDataType

code: enum EChaosAsyncVehicleDataType { AsyncInvalid, AsyncDefault, }


className: EDebugPages

description: There is too much information for one screen full of debug data, so sub-pages of information are available Advance through pages using p.Vehicles.NextDebugPage | p.Vehicles.PrevDebugPage which can be hooked up to the keyboard or a controller in blueprint using execCommand

code: enum EDebugPages { BasicPage = 0, PerformancePage, SteeringPage, FrictionPage, SuspensionPage, TransmissionPage, MaxDebugPages, }


className: EForceFlags

code: enum EForceFlags { None = 0, AllowSubstepping = 1 << 0, AccelChange = 1 << 1, VelChange = 1 << 2, IsLocalForce = 1 << 3, LevelSlope = 1 << 4, None = 0, AllowSubstepping = 1 << 0, AccelChange = 1 << 1, VelChange = 1 << 2, IsLocalForce = 1 << 3, }


className: EInputFunctionType

description: Input Options

code: enum EInputFunctionType { LinearFunction = 0, SquaredFunction, CustomCurve, }


className: ESteeringType

description: Single angle : both wheels steer by the same amount AngleRatio : outer wheels on corner steer less than the inner ones by set ratio Ackermann : Ackermann steering principle is applied

code: enum ESteeringType { SingleAngle, AngleRatio, Ackermann, }


className: ESweepShape

code: enum ESweepShape { Raycast, Spherecast, Shapecast, }


className: ESweepType

code: enum ESweepType { SimpleSweep, ComplexSweep, }


className: ETorqueCombineMethod

code: enum ETorqueCombineMethod { None = 0, Override, Additive, }


className: EVehicleAerofoilType

code: enum EVehicleAerofoilType { Fixed = 0, Wing, Rudder, Elevator, }


className: EVehicleDifferential

code: enum EVehicleDifferential { Undefined, AllWheelDrive, FrontWheelDrive, RearWheelDrive, }


className: EVehicleThrustType

code: enum EVehicleThrustType { Fixed = 0, Wing, Rudder, Elevator, }


description: Evaluate the new component-space transforms for the affected bones.

code: virtual void EvaluateSkeletalControl_AnyThread ( [FComponentSpacePoseContext](API\Runtime\Engine\Animation\FComponentSpacePoseContext) & Output, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & OutBoneTransforms )


description: Called to gather on-screen debug data. This is called on the game thread.

code: virtual void GatherDebugData ( [FNodeDebugData](API\Runtime\Engine\Animation\FNodeDebugData) & DebugData )


description: Called when the node first runs. If the node is inside a state machine or cached pose branch then this can be called multiple times. This can be called on any thread.

code: virtual void Initialize_AnyThread ( const [FAnimationInitializeContext](API\Runtime\Engine\Animation\FAnimationInitializeContext) & Context )


description: Return true if it is valid to Evaluate

code: virtual bool IsValidToEvaluate ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )


description: Simple controller that replaces or adds to the translation/rotation of a single bone.

MaxAngularVelocity

description: Wheel max rotation speed in degrees/second.

ShutterSpeed

description: Camera shutter speed in frames/second.

StageCoachBlend

description: Blend effect degrees/second.

WheelSpokeCount

type: int

description: Number of spokes visible on wheel.


className: FBaseSnapshotData

AngularVelocity

type: FVector


code: virtual void ApplyDeferredForces ( [Chaos::FRigidBodyHandle_Internal](API\Runtime\Chaos\PhysicsProxy\FRigidBodyHandle_Internal) * RigidHandle ) const


description: Vehicle simulation running on the Physics Thread

code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< struct [FChaosVehicleAsyncOutput](API\Plugins\ChaosVehicles\FChaosVehicleAsyncOutput) > Simulate ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const float DeltaSeconds, const float TotalSeconds, bool & bWakeOut ) const


code: FChaosVehicleAsyncInput ( [EChaosAsyncVehicleDataType](API\Plugins\ChaosVehicles\EChaosAsyncVehicleDataType) InType )


code: virtual ~FChaosVehicleAsyncInput()


className: FChaosVehicleAsyncInput

description: Per Vehicle Input State from Game Thread to Physics Thread

code: struct FChaosVehicleAsyncInput

PhysicsInputs

type: FPhysicsVehicle...

Type

type: constEChaosAsy...

Vehicle

type: UChaosVehicleMo...


code: virtual ~FChaosVehicleAsyncOutput()


code: FChaosVehicleAsyncOutput ( [EChaosAsyncVehicleDataType](API\Plugins\ChaosVehicles\EChaosAsyncVehicleDataType) InType )


className: FChaosVehicleAsyncOutput

description: Async Output Data

code: struct FChaosVehicleAsyncOutput

bValid

type: bool


description: Register a Physics vehicle for processing

code: void AddVehicle ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UChaosVehicleMovementComponent](API\Plugins\ChaosVehicles\UChaosVehicleMovementComponent) > Vehicle )


description: Detach this vehicle manager from a FPhysScene (remove delegates, remove from map etc)

code: void DetachFromPhysScene ( FPhysScene * PhysScene )


description: Get Physics Scene

code: [FPhysScene_Chaos](API\Runtime\Engine\Physics\Experimental\FPhysScene_Chaos) & GetScene() const


description: Find a vehicle manager from an FPhysScene

code: static [FChaosVehicleManager](API\Plugins\ChaosVehicles\FChaosVehicleManager) * GetVehicleManagerFromScene ( FPhysScene * PhysScene )


className: GInitialized

code: static bool GInitialized = false;


className: OnPostWorldInitializationHandle


code: void ParallelUpdateVehicles ( float DeltaSeconds )


code: void PostUpdate ( [FChaosScene](API\Runtime\PhysicsCore\Chaos\FChaosScene) * PhysScene )


description: Unregister a Physics vehicle from processing

code: void RemoveVehicle ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UChaosVehicleMovementComponent](API\Plugins\ChaosVehicles\UChaosVehicleMovementComponent) > Vehicle )


description: Update vehicle tuning and other state such as input

code: void ScenePreTick ( FPhysScene * PhysScene, float DeltaTime )


className: SceneToVehicleManagerMap

description: Map of physics scenes to corresponding vehicle manager

code: static [TMap](API\Runtime\Core\Containers\TMap)< FPhysScene *, [FChaosVehicleManager](API\Plugins\ChaosVehicles\FChaosVehicleManager) * > SceneToVehicleManagerMap;


code: void Update ( FPhysScene * PhysScene, float DeltaTime )


className: VehicleSetupTag

description: Updated when vehicles need to recreate their physics state. Used when values tweaked while the game is running.

code: static uint32 VehicleSetupTag = 0;


code: FChaosVehicleManager ( FPhysScene * PhysScene )


className: FChaosVehicleManager

code: class FChaosVehicleManager


description: Get a stat name to describe this callback in external profiling and STATS when Named events are enabled

code: virtual [FName](API\Runtime\Core\UObject\FName) GetFNameForStatId() const


description: Called before simulation step


className: FChaosVehicleManagerAsyncCallback

description: Async callback from the Physics Engine where we can perform our vehicle simulation

code: class FChaosVehicleManagerAsyncCallback : public [Chaos::TSimCallbackObject< FChaosVehicleManagerAsyncInput, FChaosVehicleManagerAsyncOutput, Chaos::ESimCallbackOptions::Presimulate|Chaos::ESimCallbackOptions::Rewind >](API\Runtime\Chaos\Chaos\TSimCallbackObject)


className: FChaosVehicleManagerAsyncInput

code: struct FChaosVehicleManagerAsyncInput : public [Chaos::FSimCallbackInput](API\Runtime\Chaos\Chaos\FSimCallbackInput)

VehicleInputs

type: TArray<TUnique...

World

type: TWeakObjectPtr<...


className: FChaosVehicleManagerAsyncOutput

description: Async Output for all of the vehicles handled by this Vehicle Manager

code: struct FChaosVehicleManagerAsyncOutput : public [Chaos::FSimCallbackOutput](API\Runtime\Chaos\Chaos\FSimCallbackOutput)


className: FChaosWheelSetup

AdditionalOffset

description: Additional offset to give the wheels for this axle.

BoneName

type: FName

description: Bone name on mesh to create wheel at.

WheelClass

type: TSubclassOf<UC...

description: The wheel class to use.


className: FControlInputs

description: Control inputs holding the vehicle ones + persisten ones

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FControlInputs : public [FVehicleInputs](API\Plugins\ChaosVehicles\FVehicleInputs)

GearDownInput

description: Check if the user has descreased the gear

GearUpInput

description: Check if the user has risen the gear

ParkingEnabled

description: Check if the parking is enabled

TransmissionType

description: Type of transmission (manual/auto)


code: void Add ( const [FApplyForceData](API\Plugins\ChaosVehicles\FDeferredForces\FApplyForceData) & ApplyForceDataIn )


code: void Add ( const [FApplyForceAtPositionData](API\Plugins\ChaosVehicles\FDeferredForces\FApplyForceAtPositionData) & ApplyForceAtPositionDataIn )


code: void Add ( const [FAddTorqueInRadiansData](API\Plugins\ChaosVehicles\FDeferredForces\FAddTorqueInRadiansData) & ApplyTorqueDataIn )


code: void Add ( const [FAddImpulseData](API\Plugins\ChaosVehicles\FDeferredForces\FAddImpulseData) & ApplyImpulseDataIn )


code: void Add ( const [FAddImpulseAtPositionData](API\Plugins\ChaosVehicles\FDeferredForces\FAddImpulseAtPositionData) & ApplyImpulseAtPositionDataIn )


code: FAddImpulseAtPositionData &40; const FVector & ImpulseIn, const FVector & PositionIn &41;


code: void Apply ( [Chaos::FRigidBodyHandle_Internal](API\Runtime\Chaos\PhysicsProxy\FRigidBodyHandle_Internal) * RigidHandle )


className: FAddImpulseAtPositionData

code: struct FAddImpulseAtPositionData


code: FAddImpulseData &40; const FVector & ImpulseIn, const bool bVelChangeIn &41;


className: FAddImpulseData

code: struct FAddImpulseData

Flags

type: EForceFlags


code: FAddTorqueInRadiansData &40; const FVector & TorqueIn, bool bAllowSubsteppingIn, bool bAccelChangeIn &41;


className: FAddTorqueInRadiansData

code: struct FAddTorqueInRadiansData


code: FApplyForceAtPositionData &40; const FVector & ForceIn, const FVector & PositionIn, bool bAllowSubsteppingIn, bool bIsLocalForceIn &41;


className: FApplyForceAtPositionData

code: struct FApplyForceAtPositionData


className: FApplyForceData

code: struct FApplyForceData


code: FApplyForceData &40; const FVector & ForceIn, bool bAllowSubsteppingIn, bool bAccelChangeIn &41;


className: FDeferredForces

code: class FDeferredForces


description: Apply the datas onto the network physics component

code: virtual void ApplyDatas ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * NetworkComponent ) const


description: Interpolate the datas in between two inputs datas

code: void InterpolateDatas ( const [FNetworkVehicleInputs](API\Plugins\ChaosVehicles\FNetworkVehicleInputs) & MinDatas, const [FNetworkVehicleInputs](API\Plugins\ChaosVehicles\FNetworkVehicleInputs) & MaxDatas )