code: void SetResponsesArray ( const [TArray](API\Runtime\Core\Containers\TArray)< [FResponseChannel](API\Runtime\Engine\Engine\FResponseChannel) > & InChannelResponses )


module: Engine

code: void UpdateResponseContainerFromArray()


code: FCollisionResponse ( ECollisionResponse DefaultResponse )


className: FCollisionResponse

code: struct FCollisionResponse


description: Updates cone limit from unreal data.

code: void UpdateConeLimit_AssumesLocked ( const FPhysicsConstraintHandle & InConstraintRef, float AverageMass ) const


className: FConeConstraint

description: Cone constraint

code: struct FConeConstraint : public [FConstraintBaseParams](API\Runtime\Engine\PhysicsEngine\FConstraintBaseParams)

type: float

description: Angle of movement along the XY plane. This defines the first symmetric angle of the cone.

type: TEnumAsByte< en...

description: Indicates whether the Swing1 limit is used.

description: Angle of movement along the XZ plane. This defines the second symmetric angle of the cone.

description: Indicates whether the Swing2 limit is used.


className: FConstraintBaseParams

code: struct FConstraintBaseParams

bSoftConstraint

type: uint8:  1

description: Whether we want to use a soft constraint (spring).

ContactDistance

description: Determines how close to the limit we have to get before turning the joint on.

Damping

description: Damping of the soft constraint. Only used when Soft Constraint is on.

Restitution

description: Controls the amount of bounce when the constraint is violated.

Stiffness

description: Stiffness of the soft constraint. Only used when Soft Constraint is on.


className: FConstraintDrive

code: struct FConstraintDrive

bEnablePositionDrive

description: Enables/Disables position drive (orientation if using angular drive)

bEnableVelocityDrive

description: Enables/Disables velocity drive (angular velocity if using angular drive)

Damping

description: The damping strength of the drive. Force proportional to the velocity error.

MaxForce

description: The force limit of the drive.

description: The spring strength of the drive. Force proportional to the position error.


description: Returns this constraint's default transform relative to its parent bone.

code: FTransform CalculateDefaultParentTransform ( const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset ) const


code: static [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * Alloc()


description: Returns this constraint's default transform relative to its child bone.


code: void CopyConstraintGeometryFrom ( const [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * FromInstance )


code: void CopyConstraintParamsFrom ( const [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * FromInstance )


description: Copies non-identifying properties from another constraint instance

code: void CopyConstraintPhysicalPropertiesFrom ( const [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * FromInstance, bool bKeepPosition, bool bKeepRotation )


description: Copies behavior properties from the given profile. Automatically updates the physx representation if it's been created

code: void CopyProfilePropertiesFrom ( const [FConstraintProfileProperties](API\Runtime\Engine\PhysicsEngine\FConstraintProfileProperties) & FromProperties )


description: FConstraintProfileProperties::bEnableMassConditioning

code: void DisableMassConditioning()


description: Turn off linear and angular projection

code: void DisableProjection()


code: void DrawConstraint ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, float Scale, float LimitDrawScale, bool bDrawLimits, bool bDrawSelected, const FTransform & Con1Frame, const FTransform & Con2Frame, bool bDrawAsPoint ) const


code: void DrawConstraint ( int32 ViewIndex, class [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector, float Scale, float LimitDrawScale, bool bDrawLimits, bool bDrawSelected, const FTransform & Con1Frame, const FTransform & Con2Frame, bool bDrawAsPoint ) const


description: Enable/Disable parent dominates (meaning the parent body cannot be be affected at all by a child)

code: void EnableParentDominates()


code: void EnableMassConditioning()


description: Turn on linear and angular projection

code: void EnableProjection()


description: Hacks to easily get zeroed memory for special case when we don't use GC.

code: static void Free ( [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * Ptr )


description: Gets Torque needed to break the joint

code: float GetAngularBreakThreshold() const


description: Set the angular drive mode


description: Get the angular drive's strength parameters

code: void GetAngularDriveParams ( float & OutSpring, float & OutDamping, float & OutForceLimit ) const


description: Get the angular drive's orientation target

code: const FRotator & GetAngularOrientationTarget() const


description: Gets Delta from target needed to reset the target joint


description: Gets the cone limit swing1 angle in degrees

code: float GetAngularSwing1Limit() const


description: Gets the motion type for the swing1 of the cone constraint


description: Gets the cone limit swing2 angle in degrees

code: float GetAngularSwing2Limit() const


description: Gets the motion type for the swing2 of the cone constraint


description: Gets the twist limit angle in degrees

code: float GetAngularTwistLimit() const


description: Gets the motion type for the twist of the cone constraint


description: Get which twist and swing angular velocity drives are enabled. Only applicable when Twist And Swing drive mode is used

code: void GetAngularVelocityDriveTwistAndSwing ( bool & bOutEnableTwistDrive, bool & bOutEnableSwingDrive )


description: Get whether the SLERP angular velocity drive is enabled. Only applicable when SLERP drive mode is used

code: bool GetAngularVelocityDriveSLERP()


description: Get the angular drive's angular velocity target

code: const FVector & GetAngularVelocityTarget() const


description: Get the child bone name

code: const [FName](API\Runtime\Core\UObject\FName) & GetChildBoneName() const


description: Retrieve the constraint force most recently applied to maintain this constraint. Returns 0 forces if the constraint is not initialized or broken.

code: void GetConstraintForce ( FVector & OutLinearForce, FVector & OutAngularForce )


description: Get the position of this constraint in world space.

code: FVector GetConstraintLocation()


description: Get the Contact Transfer Scale for the parent of the joint

code: float GetContactTransferScale() const


description: The current swing1 of the constraint.

code: float GetCurrentSwing1() const


description: The current swing2 of the constraint.

code: float GetCurrentSwing2() const


description: The current twist of the constraint.

code: float GetCurrentTwist() const


description: Whether the linear limits are soft (only if at least one axis if Limited)

code: bool GetIsSoftLinearLimit() const


description: Whether the swing limits are soft (only available if swing1 and/or swing2 is Limited)

code: bool GetIsSoftSwingLimit() const


description: Gets linear force needed to break the joint

code: float GetLinearBreakThreshold() const


description: Get the linear drive's strength parameters

code: void GetLinearDriveParams ( float & OutPositionStrength, float & OutVelocityStrength, float & OutForceLimit )


code: void GetLinearDriveParams ( FVector & OutPositionStrength, FVector & OutVelocityStrength, FVector & OutForceLimit )


description: Gets the linear limit size

code: float GetLinearLimit() const


description: Gets Plasticity Type from joint

code: [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< enum EConstraintPlasticityType > GetLinearPlasticityType() const


description: Get the linear drive's target position position

code: const FVector & GetLinearPositionTarget()


description: Get the linear drive's target velocity

code: const FVector & GetLinearVelocityTarget()


description: Whether the twist limits are soft (only available if twist is Limited)

code: bool GetIsSoftTwistLimit() const


description: Gets the motion type for the linear X-axis limit.


description: Gets the motion type for the linear Z-axis limit.


description: Gets the motion type for the linear Y-axis limit.


description: Get whether the SLERP angular position drive is enabled. Only applicable when SLERP drive mode is used

code: bool GetOrientationDriveSLERP()


description: Get which twist and swing orientation drives are enabled. Only applicable when Twist And Swing drive mode is used

code: void GetOrientationDriveTwistAndSwing ( bool & bOutEnableTwistDrive, bool & bOutEnableSwingDrive )


description: Get the parent bone name

code: const [FName](API\Runtime\Core\UObject\FName) & GetParentBoneName() const


description: Get underlying physics engine constraint

code: const FPhysicsConstraintHandle & GetPhysicsConstraintRef() const


description: Get projection parameters

code: void GetProjectionParams ( float & ProjectionLinearAlpha, float & ProjectionAngularAlpha, float & ProjectionLinearTolerance, float & ProjectionAngularTolerance ) const


description: Get component ref frame.

code: FTransform GetRefFrame ( [EConstraintFrame::Type](API\Runtime\PhysicsCore\Chaos\EConstraintFrame__Type) Frame ) const


description: Get the shock propagation amount [0, 1]

code: float GetShockPropagationAlpha() const


description: Linear restitution if the constraint is set to use soft linear limits


description: Linear contact distance if the constraint is set to use soft linear limits


description: Swing Contact distance if the constraint is set to use soft limits


description: Linear damping if the constraint is set to use soft linear limits

code: float GetSoftLinearLimitDamping() const


description: Linear stiffness if the constraint is set to use soft linear limits


description: Swing damping if the constraint is set to use soft limits

code: float GetSoftSwingLimitDamping() const


description: Swing restitution if the constraint is set to use soft limits


description: Twist contact distance if the constraint is set to use soft limits


description: Swing stiffness if the constraint is set to use soft limits


description: Twist damping if the constraint is set to use soft limits

code: float GetSoftTwistLimitDamping() const


description: Twist restitution if the constraint is set to use soft limits


description: Twist stiffness if the constraint is set to use soft limits


code: void GetUsedMaterials ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & Materials )


description: Gets Whether it is possible to reset the target angles

code: bool HasAngularPlasticity() const


description: Gets Whether it is possible to reset the target position

code: bool HasLinearPlasticity() const


description: Create physics engine constraint.

code: void InitConstraint ( [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * Body1, [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * Body2, float Scale, [UObject](API\Runtime\CoreUObject\UObject\UObject) * DebugOwner, FOnConstraintBroken InConstraintBrokenDelegate, FOnPlasticDeformation InPlasticDeformationDelegate )


code: void InitConstraint ( Chaos::FPhysicsObject * Body1, Chaos::FPhysicsObject * Body2, float Scale, [UObject](API\Runtime\CoreUObject\UObject\UObject) * DebugOwner, FOnConstraintBroken InConstraintBrokenDelegate, FOnPlasticDeformation InPlasticDeformationDelegate )


code: void InitConstraint_AssumesLocked ( Chaos::FPhysicsObject * Body1, Chaos::FPhysicsObject * Body2, float InScale, FOnConstraintBroken InConstraintBrokenDelegate, FOnPlasticDeformation InPlasticDeformationDelegate )


description: Create physics engine constraint using physx actors.

code: void InitConstraint_AssumesLocked ( const FPhysicsActorHandle & ActorRef1, const FPhysicsActorHandle & ActorRef2, float InScale, FOnConstraintBroken InConstraintBrokenDelegate, FOnPlasticDeformation InPlasticDeformationDelegate )


description: Gets Whether it is possible to break the joint with angular force

code: bool IsAngularBreakable() const


description: Whether the angular orientation drive is enabled


description: Retrieve the status of constraint being broken.

code: bool IsBroken()


description: Gets Whether it is possible to break the joint with linear force

code: bool IsLinearBreakable() const


description: Whether collision is currently disabled

code: bool IsCollisionDisabled() const


description: Whether the angular velocity drive is enabled


description: Get which linear position drives is enabled on YAxis


description: Get which linear position drives is enabled on XAxis


description: Get which linear position drives is enabled on ZAxis


description: Whether the linear position drive is enabled


description: Whether the linear velocity drive is enabled


description: Whether parent domination is enabled (meaning the parent body cannot be be affected at all by a child)

code: bool IsParentDominatesEnabled() const


description: FConstraintProfileProperties::bEnableMassConditioning

code: bool IsMassConditioningEnabled() const


description: Whether projection is enabled for this constraint

code: bool IsProjectionEnabled() const


description: Whether the physics engine constraint has been terminated

code: bool IsTerminated() const


description: See if this constraint is valid.

code: bool IsValidConstraintInstance() const


code: void PostSerialize ( const [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Sets the Angular Breakable properties

code: void SetAngularBreakable ( bool bInAngularBreakable, float InAngularBreakThreshold )


description: Scale Angular Limit Constraints (as defined in RB_ConstraintSetup)

code: void SetAngularDOFLimitScale ( float InSwing1LimitScale, float InSwing2LimitScale, float InTwistLimitScale )


description: Set the angular drive mode

code: void SetAngularDriveMode ( [EAngularDriveMode::Type](API\Runtime\Engine\PhysicsEngine\EAngularDriveMode__Type) DriveMode )


description: Function for setting angular motor parameters.

code: void SetAngularDriveParams ( float InSpring, float InDamping, float InForceLimit )


description: Function for setting target angular position.

code: void SetAngularOrientationTarget ( const FQuat & InPosTarget )


description: Sets the Angular Plasticity properties

code: void SetAngularPlasticity ( bool bInAngularPlasticity, float InAngularPlasticityThreshold )


description: Sets the Angular Swing1 Motion Type

code: void SetAngularSwing1Limit ( EAngularConstraintMotion MotionType, float InSwing1LimitAngle )


description: Sets the cone limit's swing1 motion type

code: void SetAngularSwing1Motion ( EAngularConstraintMotion MotionType )


description: Sets the Angular Swing2 Motion Type

code: void SetAngularSwing2Limit ( EAngularConstraintMotion MotionType, float InSwing2LimitAngle )


description: Sets the cone limit's swing2 motion type

code: void SetAngularSwing2Motion ( EAngularConstraintMotion MotionType )


description: Sets the Angular Twist Motion Type

code: void SetAngularTwistLimit ( EAngularConstraintMotion MotionType, float InTwistLimitAngle )


description: Sets the twist limit's motion type

code: void SetAngularTwistMotion ( EAngularConstraintMotion MotionType )


description: Set which twist and swing angular velocity drives are enabled. Only applicable when Twist And Swing drive mode is used

code: void SetAngularVelocityDriveTwistAndSwing ( bool bInEnableTwistDrive, bool bInEnableSwingDrive )


description: Set whether the SLERP angular velocity drive is enabled. Only applicable when SLERP drive mode is used

code: void SetAngularVelocityDriveSLERP ( bool bInEnableSLERP )


description: Function for setting target angular velocity.

code: void SetAngularVelocityTarget ( const FVector & InVelTarget )


description: Set whether jointed actors can collide with each other

code: void SetDisableCollision ( bool InDisableCollision )


description: Sets the Contact Transfer Scale properties

code: void SetContactTransferScale ( float InContactTransferScale )


description: Sets the Linear Breakable properties

code: void SetLinearBreakable ( bool bInLinearBreakable, float InLinearBreakThreshold )


description: Function for setting linear motor parameters.

code: void SetLinearDriveParams ( float InPositionStrength, float InVelocityStrength, float InForceLimit )


description: Sets the Linear XYZ Motion Type and the limit distance (Note distance is the same for all 3 axes)

code: void SetLinearLimits ( ELinearConstraintMotion XConstraintType, ELinearConstraintMotion YConstraintType, ELinearConstraintMotion ZConstraintType, float InLinearLimitSize )


code: void SetLinearDriveParams ( const FVector & InPositionStrength, const FVector & InVelocityStrength, const FVector & InForceLimit )


description: Allows you to dynamically change the size of the linear limit 'sphere'.

code: void SetLinearLimitSize ( float NewLimitSize )


description: Function for turning linear position drive on and off.

code: void SetLinearPositionDrive ( bool bEnableXDrive, bool bEnableYDrive, bool bEnableZDrive )


description: Sets the Linear Plasticity properties

code: void SetLinearPlasticity ( bool bInLinearPlasticity, float InLinearPlasticityThreshold, EConstraintPlasticityType InLinearPlasticityType )


description: Function for turning linear velocity drive on and off.

code: void SetLinearVelocityDrive ( bool bEnableXDrive, bool bEnableYDrive, bool bEnableZDrive )


description: Function for setting linear position target.

code: void SetLinearPositionTarget ( const FVector & InPosTarget )


description: Function for setting linear velocity target.

code: void SetLinearVelocityTarget ( const FVector & InVelTarget )


description: Sets the LinearX Motion Type and the limit distance (Note distance is the same for all 3 axes)

code: void SetLinearXLimit ( ELinearConstraintMotion XConstraintType, float InLinearLimitSize )


description: Sets the LinearY Motion Type and the limit distance (Note distance is the same for all 3 axes)

code: void SetLinearYLimit ( ELinearConstraintMotion YConstraintType, float InLinearLimitSize )


description: Sets the Linear XMotion type

code: void SetLinearXMotion ( ELinearConstraintMotion XConstraintType )


description: Sets the LinearZ Motion Type and the limit distance (Note distance is the same for all 3 axes)

code: void SetLinearZLimit ( ELinearConstraintMotion ZConstraintType, float InLinearLimitSize )


description: Sets the Linear YMotion type

code: void SetLinearYMotion ( ELinearConstraintMotion YConstraintType )


description: Sets the Linear ZMotion type

code: void SetLinearZMotion ( ELinearConstraintMotion ZConstraintType )


description: Set whether the SLERP angular position drive is enabled. Only applicable when SLERP drive mode is used

code: void SetOrientationDriveSLERP ( bool bInEnableSLERP )


description: Set which twist and swing orientation drives are enabled. Only applicable when Twist And Swing drive mode is used

code: void SetOrientationDriveTwistAndSwing ( bool bInEnableTwistDrive, bool bInEnableSwingDrive )


description: Set projection parameters

code: void SetProjectionParams ( bool bEnableProjection, float ProjectionLinearAlpha, float ProjectionAngularAlpha, float ProjectionLinearTolerance, float ProjectionAngularTolerance )


description: Pass in reference position in (maintains reference orientation). If the constraint is currently active, this will set its active local pose. Otherwise the change will take affect in InitConstraint.

code: void SetRefPosition ( [EConstraintFrame::Type](API\Runtime\PhysicsCore\Chaos\EConstraintFrame__Type) Frame, const FVector & RefPosition )


description: Pass in reference orientation in (maintains reference position). If the constraint is currently active, this will set its active local pose. Otherwise the change will take affect in InitConstraint.

code: void SetRefOrientation ( [EConstraintFrame::Type](API\Runtime\PhysicsCore\Chaos\EConstraintFrame__Type) Frame, const FVector & PriAxis, const FVector & SecAxis )


description: Set the shock propagation amount [0, 1]

code: void SetShockPropagationParams ( bool bEnableShockPropagation, float ShockPropagationAlpha )


description: Set twist soft limit parameters

code: void SetSoftLinearLimitParams ( bool bIsSoftLimit, float Stiffness, float Damping, float Restitution, float ContactDistance )


description: Set twist soft limit parameters

code: void SetSoftTwistLimitParams ( bool bIsSoftLimit, float Stiffness, float Damping, float Restitution, float ContactDistance )


description: Set twist soft limit parameters

code: void SetSoftSwingLimitParams ( bool bIsSoftLimit, float Stiffness, float Damping, float Restitution, float ContactDistance )


description: Set the constraint transform components specified by the SnapFlags to their default values (derived from the parent and child bone transforms).

code: void SnapTransformsToDefault ( const EConstraintTransformComponentFlags SnapFlags, const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) *const PhysicsAsset )


description: Refreshes the physics engine joint's angular limits. Only applicable if the joint has been created already.

code: void UpdateAngularLimit()


description: Terminate physics engine constraint

code: void TermConstraint()


description: Refreshes the physics engine joint's linear limits. Only applicable if the joint has been created already.

code: void UpdateLinearLimit()


description: Pass in reference frame in. If the constraint is currently active, this will set its active local pose. Otherwise the change will take affect in InitConstraint.

code: void SetRefFrame ( [EConstraintFrame::Type](API\Runtime\PhysicsCore\Chaos\EConstraintFrame__Type) Frame, const FTransform & RefFrame )


description: Constructor

code: FConstraintInstance()


code: [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * Get() const


className: FConstraintInstance

description: Container for a physics representation of an object.

code: struct FConstraintInstance : public [FConstraintInstanceBase](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceBase)

AngularRotationOffset

type: FRotator

description: Specifies the angular offset between the two frames of reference.

bScaleLinearLimits

type: uint32:  1

description: If true, linear limits scale using the absolute min of the 3d scale of the owning component

type: FName

description: Name of first bone (body) that this constraint is connecting.

description: Name of second bone (body) that this constraint is connecting.

JointName

description: Name of bone that this joint is associated with.

type: FVector

description: Location of constraint in Body1 reference frame (usually the "child" body for skeletal meshes).

description: Location of constraint in Body2 reference frame (usually the "parent" body for skeletal meshes).

description: Primary (twist) axis in Body1 reference frame.

description: Primary (twist) axis in Body2 reference frame.

ProfileInstance

type: FConstraintProf...

description: Constraint Data (properties easily swapped at runtime based on different constraint profiles)

description: Secondary axis in Body1 reference frame. Orthogonal to PriAxis1.

description: Secondary axis in Body2 reference frame. Orthogonal to PriAxis2.

UserData

type: FChaosUserData


code: FConstraintInstanceAccessor ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & Owner, uint32 Index, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(void)> InOnRelease )


description: Calls modify on the owner object to make sure the constraint is dirtied

code: void Modify()


className: FConstraintInstanceAccessor

description: Wrapping type around instance pointer to be returned per value in Blueprints.

code: struct FConstraintInstanceAccessor


code: const FPhysScene * GetPhysicsScene() const


description: Set the plastic deformation delegate.

code: void SetPlasticDeformationDelegate ( FOnPlasticDeformation InPlasticDeformationDelegate )


description: Set the constraint broken delegate.

code: void SetConstraintBrokenDelegate ( FOnConstraintBroken InConstraintBrokenDelegate )


description: Constructor

code: FConstraintInstanceBase()


className: FConstraintInstanceBase

code: struct FConstraintInstanceBase

ConstraintHandle

type: FPhysicsConstra...

description: Internal physics constraint representation.

ConstraintIndex

description: Indicates position of this constraint within the array in SkeletalMeshComponent.

OnConstraintBrokenDelegate

type: FOnConstraintBr...

OnPlasticDeformationDelegate

type: FOnPlasticDefor...

PhysScene

type: FPhysScene *...

description: Scene thats using the constraint.


code: void SyncChangedConstraintProperties ( struct [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


description: Updates joint breakable properties (threshold, etc...)

code: void UpdateBreakable_AssumesLocked ( const FPhysicsConstraintHandle & InConstraintRef ) const


code: void UpdatePlasticity_AssumesLocked ( const FPhysicsConstraintHandle & InConstraintRef ) const


description: Updates joint linear mass scales.

code: void UpdateContactTransferScale_AssumesLocked ( const FPhysicsConstraintHandle & InConstraintRef ) const


description: Updates physx joint properties from unreal properties (limits, drives, flags, etc...)

code: void Update_AssumesLocked ( const FPhysicsConstraintHandle & InConstraintRef, float AverageMass, float UseScale, bool InInitialize ) const


className: FConstraintProfileProperties

description: Container for properties of a physics constraint that can be easily swapped at runtime. This is useful for switching different setups when going from ragdoll to standup for example

code: struct FConstraintProfileProperties

AngularBreakThreshold

description: Torque needed to break the joint.

AngularDrive

type: FAngularDriveCo...

AngularPlasticityThreshold

description: [Chaos Only] Degree threshold from target angle needed to reset the target angle.

bAngularBreakable

description: Whether it is possible to break the joint with angular force.

bAngularPlasticity

description: Whether it is possible to reset target rotations from the angular displacement.

bDisableCollision

description: Disable collision between bodies joined by this constraint.

bEnableMassConditioning

description: Whether mass conditioning is enabled for this joint.

bEnableProjection

description: Projection is a post-solve position and angular fixup consisting of two correction procedures.

bEnableShockPropagation

description: Shock propagation increases the mass of the parent body for the last iteration of the position and velocity solve phases.

bLinearBreakable

description: Whether it is possible to break the joint with linear force.

bLinearPlasticity

description: Whether it is possible to reset spring rest length from the linear deformation.

bParentDominates

description: When set, the parent body in a constraint will not be affected by the motion of the child.

ConeLimit

type: FConeConstraint

ContactTransferScale

description: [Chaos Only] Colliison transfer on parent from the joints child. Range is 0.0-MAX

LinearBreakThreshold

description: Force needed to break the distance constraint.

LinearDrive

type: FLinearDriveCon...

LinearLimit

type: FLinearConstrai...

LinearPlasticityThreshold

description: [Chaos Only] Percent threshold from center of mass distance needed to reset the linear drive position target.

LinearPlasticityType

description: Whether linear plasticity has a operation mode [free]

ProjectionAngularAlpha

description: How much semi-physical angular projection correction to apply [0-1].

ProjectionAngularTolerance

description: If the joint error is above this distance after the solve phase, the child body will be teleported to fix the error.

ProjectionLinearAlpha

description: How much semi-physical linear projection correction to apply [0-1].

ShockPropagationAlpha

description: How much shock propagation to apply [0-1].

TwistLimit

type: FTwistConstrain...


className: FCookBodySetupInfo

description: Helper struct to indicate which geometry needs to be cooked

code: struct FCookBodySetupInfo

bConvexDeformableMesh

type: bool

description: Whether the convex being cooked comes from a deformable mesh

bCookMirroredConvex

description: Whether to cook the mirror convex hulls

bCookNonMirroredConvex

description: Whether to cook the regular convex hulls

bCookTriMesh

description: Whether to cook trimesh collision

bSupportFaceRemap

description: Whether to support face remap, needed for physical material masks

bSupportUVFromHitResults

description: Whether to support UV from hit results

bTriMeshError

description: Error generating cook info for trimesh

ConvexCookFlags

type: EPhysXMeshCookF...

description: Convex cook flags

MirroredConvexVertices

type: TArray<TArray<...

description: Vertices of NonMirroredConvex hulls

NonMirroredConvexVertices

description: Vertices of NonMirroredConvex hulls

OuterDebugName

type: FString

description: Debug name helpful for runtime cooking warnings

TriangleMeshDesc

type: FTriMeshCollisi...

description: Trimesh data for cooking

TriMeshCookFlags

description: Trimesh cook flags


description: Updates joint flag based on profile properties

code: void UpdateConstraintFlags_AssumesLocked ( const FPhysicsConstraintHandle & InConstraintRef ) const


className: bHasPayloadOnInternalThread

code: static constexpr bool bHasPayloadOnInternalThread = false;


code: void DebugDraw ( const bool bExternal, const bool bHit ) const


code: void Initialize ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, int32 InBoneId )


code: bool operator== ( const [FExternalSpatialAccelerationPayload](API\Runtime\Engine\PhysicsEngine\FExternalSpatialAccelerationPayl-) & Other ) const


code: bool operator!= ( const [FExternalSpatialAccelerationPayload](API\Runtime\Engine\PhysicsEngine\FExternalSpatialAccelerationPayl-) & Other ) const


code: bool PrePreQueryFilter ( const void * QueryData ) const


code: bool PrePreSimFilter ( const void * SimData ) const


code: void Serialize ( [Chaos::FChaosArchive](API\Runtime\Chaos\Chaos\FChaosArchive) & Ar )


code: FExternalSpatialAccelerationPayload()


className: FExternalSpatialAccelerationPayload

description: This is a Chaos spatial acceleration payload that can be used for spatial acceleration structures that are meant to only be used in external contexts. This provides safety as we aren't holding particle handles directly but rather going through the primitive component's physics object interface to grab them when needed.


description: Return to actor ref.

code: void CreateActor_AssumesLocked ( [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * Instance, const FTransform & Transform ) const


code: FInitBodiesHelper ( [TArray](API\Runtime\Core\Containers\TArray)< [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * > & InBodies, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InTransforms, class [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * InBodySetup, class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InPrimitiveComp, FPhysScene * InRBScene, const [FInitBodySpawnParams](API\Runtime\Engine\PhysicsEngine\FInitBodySpawnParams) & InSpawnParams, FPhysicsAggregateHandle InAggregate )


code: bool CreateShapes_AssumesLocked ( [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * Instance ) const


description: Takes actor ref arrays. #PHYS2 this used to return arrays of low-level physics bodies, which would be added to scene in InitBodies. Should it still do that, rather then later iterate over BodyInstances to get phys actor refs?

code: bool CreateShapesAndActors()


className: FInitBodiesHelper

code: template<bool bCompileStatic> struct FInitBodiesHelper : public [FInitBodiesHelperBase](API\Runtime\Engine\PhysicsEngine\FInitBodiesHelperBase)


code: [FInitBodiesHelperBase](API\Runtime\Engine\PhysicsEngine\FInitBodiesHelperBase) & operator= ( const [FInitBodiesHelperBase](API\Runtime\Engine\PhysicsEngine\FInitBodiesHelperBase) & InHelper )


code: [FInitBodiesHelperBase](API\Runtime\Engine\PhysicsEngine\FInitBodiesHelperBase) & operator= ( [FInitBodiesHelperBase](API\Runtime\Engine\PhysicsEngine\FInitBodiesHelperBase) && InHelper )


code: void UpdateSimulatingAndBlendWeight()


code: FInitBodiesHelperBase ( const [FInitBodiesHelperBase](API\Runtime\Engine\PhysicsEngine\FInitBodiesHelperBase) & InHelper )


code: FInitBodiesHelperBase ( [FInitBodiesHelperBase](API\Runtime\Engine\PhysicsEngine\FInitBodiesHelperBase) && InHelper )


code: FInitBodiesHelperBase ( [TArray](API\Runtime\Core\Containers\TArray)< [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * > & InBodies, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InTransforms, class [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * InBodySetup, class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InPrimitiveComp, FPhysScene * InRBScene, const [FInitBodySpawnParams](API\Runtime\Engine\PhysicsEngine\FInitBodySpawnParams) & InSpawnParams, FPhysicsAggregateHandle InAggregate )


className: FInitBodiesHelperBase

code: struct FInitBodiesHelperBase

Aggregate

type: FPhysicsAggrega...

Bodies

type: TArray<FBodyIn...

description: The arguments passed into InitBodies.

BodySetup

type: UBodySetup*...

bStatic

description: The constants shared between PhysX and Box2D.

InstanceBlendWeight

type: float

PrimitiveComp

type: UPrimitiveCompo...

SkelMeshComp

type: constUSkeletal...

SpawnParams

type: constFInitBody...

Transforms

type: TArray< FTransf...


code: [FInitBodiesHelperWithData](API\Runtime\Engine\PhysicsEngine\FInitBodiesHelperWithData) & operator= ( const [FInitBodiesHelperWithData](API\Runtime\Engine\PhysicsEngine\FInitBodiesHelperWithData) & InHelper )


code: [FInitBodiesHelperWithData](API\Runtime\Engine\PhysicsEngine\FInitBodiesHelperWithData) & operator= ( [FInitBodiesHelperWithData](API\Runtime\Engine\PhysicsEngine\FInitBodiesHelperWithData) && InHelper )


code: FInitBodiesHelperWithData ( [FInitBodiesHelperWithData](API\Runtime\Engine\PhysicsEngine\FInitBodiesHelperWithData) && InHelper )


code: FInitBodiesHelperWithData ( const [FInitBodiesHelperWithData](API\Runtime\Engine\PhysicsEngine\FInitBodiesHelperWithData) & InHelper )


code: FInitBodiesHelperWithData ( [TArray](API\Runtime\Core\Containers\TArray)< [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * > && InBodies, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > && InTransforms, class [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * InBodySetup, class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InPrimitiveComp, FPhysScene * InRBScene, const [FInitBodySpawnParams](API\Runtime\Engine\PhysicsEngine\FInitBodySpawnParams) & InSpawnParams, FPhysicsAggregateHandle InAggregate )


className: FInitBodiesHelperWithData

code: template<bool bCompileStatic> struct FInitBodiesHelperWithData : public [FInitBodiesHelperBase](API\Runtime\Engine\PhysicsEngine\FInitBodiesHelperBase)


code: FInitBodySpawnParams ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComp )


code: FInitBodySpawnParams ( bool bInStaticPhysics, bool bInPhysicsTypeDeterminesSimulation )


className: FInitBodySpawnParams

description: Helper struct to specify spawn behavior

code: struct FInitBodySpawnParams

Aggregate

description: An aggregate to place the body into

bPhysicsTypeDeterminesSimulation

description: Whether to use the BodySetup's PhysicsType to override if the instance simulates

bStaticPhysics

description: Whether the created physics actor will be static


description: Calculates a tight box-sphere bounds for the aggregate geometry; this is more expensive than CalcAABB (tight meaning the sphere may be smaller than would be required to encompass the AABB, but all individual components lie within both the box and the sphere)

code: void CalcBoxSphereBounds ( FBoxSphereBounds & Output, const FTransform & LocalToWorld ) const


code: FBox CalcAABB ( const FTransform & Transform ) const


description: Release the RenderInfo (if its there) and safely clean up any resources. Not thread safe, but can be called from any thread (conditionally safe).

code: void FreeRenderInfo()


code: void GetAggGeom ( const FTransform & Transform, const [FColor](API\Runtime\Core\Math\FColor) Color, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MatInst, bool bPerHullColor, bool bDrawSolid, bool bOutputVelocity, int32 ViewIndex, class [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


code: [FKShapeElem](API\Runtime\Engine\PhysicsEngine\FKShapeElem) * GetElement ( const int32 InIndex )


code: const [FKShapeElem](API\Runtime\Engine\PhysicsEngine\FKShapeElem) * GetElement ( const int32 InIndex ) const


code: [FKShapeElem](API\Runtime\Engine\PhysicsEngine\FKShapeElem) * GetElement ( const [EAggCollisionShape::Type](API\Runtime\Engine\PhysicsEngine\EAggCollisionShape__Type) Type, const int32 Index )


code: void FixupDeprecated ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: int32 GetElementCount ( [EAggCollisionShape::Type](API\Runtime\Engine\PhysicsEngine\EAggCollisionShape__Type) Type ) const


description: Returns the volume of this element

code: [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) GetScaledVolume ( const FVector & Scale3D ) const


code: const [FKAggregateGeom](API\Runtime\Engine\PhysicsEngine\FKAggregateGeom) & operator= ( const [FKAggregateGeom](API\Runtime\Engine\PhysicsEngine\FKAggregateGeom) & Other )


code: FKAggregateGeom ( const [FKAggregateGeom](API\Runtime\Engine\PhysicsEngine\FKAggregateGeom) & Other )


className: FKAggregateGeom

description: Container for an aggregate of collision shapes

code: struct FKAggregateGeom

BoxElems

type: TArray<FKBoxEl...

ConvexElems

type: TArray<FKConve...

LevelSetElems

type: TArray<FKLevel...

RenderInfo

type: FKConvexGeomRen...

SkinnedLevelSetElems

type: TArray<FKSkinn...

SphereElems

type: TArray<FKSpher...

SphylElems

type: TArray<FKSphyl...

TaperedCapsuleElems

type: TArray<FKTaper...


code: FBox CalcAABB ( const FTransform & BoneTM, float Scale ) const


code: void DrawElemSolid ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FTransform & ElemTM, float Scale, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy ) const


description: Returns the volume of this element

code: [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) GetVolume ( const FVector & Scale3D ) const


code: virtual void DrawElemWire ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FTransform & ElemTM, float Scale, const [FColor](API\Runtime\Core\Math\FColor) Color ) const


code: void DrawElemWire ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FTransform & ElemTM, const FVector & Scale3D, const [FColor](API\Runtime\Core\Math\FColor) Color ) const


description:
Finds the closest point on the shape given a world position. Input and output are given in world space
The distance between WorldPosition and the shape. 0 indicates WorldPosition is inside the shape.

code: float GetClosestPointAndNormal ( const FVector & WorldPosition, const FTransform & BodyToWorldTM, FVector & ClosestWorldPosition, FVector & Normal ) const


code: void DrawElemSolid ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FTransform & ElemTM, const FVector & Scale3D, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy ) const


code: void GetElemSolid ( const FTransform & ElemTM, const FVector & Scale3D, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, int32 ViewIndex, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


code: [FKBoxElem](API\Runtime\Engine\PhysicsEngine\FKBoxElem) GetFinalScaled ( const FVector & Scale3D, const FTransform & RelativeTM ) const


description:
Finds the shortest distance between the element and a world position. Input and output are given in world space
The distance between WorldPosition and the shape. 0 indicates WorldPosition is inside one of the shapes.

code: float GetShortestDistanceToPoint ( const FVector & WorldPosition, const FTransform & BodyToWorldTM ) const


description: Utility function that builds an FTransform from the current data.

code: FTransform GetTransform() const


description: Deprecated* Changed to GetScaledVolume. Note that Volume calculation now includes non-uniform scale so values may have changed


code: void ScaleElem ( FVector DeltaSize, float MinSize )


code: void SetTransform ( const FTransform & InTransform )


className: StaticShapeType

code: static [EAggCollisionShape::Type](API\Runtime\Engine\PhysicsEngine\EAggCollisionShape__Type) StaticShapeType = EAggCollisionShape::Box;


code: FKBoxElem ( float InX, float InY, float InZ )


code: void AddCachedSolidConvexGeom ( [TArray](API\Runtime\Core\Containers\TArray)< [FDynamicMeshVertex](API\Runtime\Engine\FDynamicMeshVertex) > & VertexBuffer, [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & IndexBuffer, const [FColor](API\Runtime\Core\Math\FColor) VertexColor ) const


description: Apply current element transform to verts, and reset transform to identity

code: void BakeTransformToVerts()


code: void ComputeChaosConvexIndices ( bool bForceCompute )


description: Calculate a bounding box for this convex element with the specified transform and scale

code: FBox CalcAABB ( const FTransform & BoneTM, const FVector & Scale3D ) const


description: Utility for setting this convex element to match a supplied box element. Also copies transform.

code: void ConvexFromBoxElem ( const [FKBoxElem](API\Runtime\Engine\PhysicsEngine\FKBoxElem) & InBox )


code: void DrawElemSolid ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FTransform & ElemTM, const float Scale, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy ) const


code: virtual void DrawElemWire ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FTransform & ElemTM, const float Scale, const [FColor](API\Runtime\Core\Math\FColor) Color ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > GetChaosConvexIndices() const


className: EConvexDataUpdateMethod

code: enum EConvexDataUpdateMethod { UpdateConvexDataOnlyIfMissing = 0, AlwaysUpdateConvexData, }


className: FKBoxElem

description: Box shape used for collision

code: struct FKBoxElem : public [FKShapeElem](API\Runtime\Engine\PhysicsEngine\FKShapeElem)

Center

type: FVector

description: Position of the box's origin

Rotation

type: FRotator

description: Rotation of the box

X

description: Extent of the box along the y-axis

Y

description: Extent of the box along the y-axis

Z

description: Extent of the box along the z-axis


code: const auto & GetChaosConvexMesh() const


description: Get set of planes that define this convex hull

code: void GetPlanes ( [TArray](API\Runtime\Core\Containers\TArray)< FPlane > & Planes ) const


code: float GetClosestPointAndNormal ( const FVector & WorldPosition, const FTransform & BodyToWorldTM, FVector & ClosestWorldPosition, FVector & Normal ) const


description: Returns the volume of this element

code: [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) GetScaledVolume ( const FVector & Scale3D ) const


code: float GetShortestDistanceToPoint ( const FVector & WorldPosition, const FTransform & BodyToWorldTM ) const


description: Returns the volume of this element

code: [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) GetVolume ( const FVector & Scale ) const


description: Get current transform applied to convex mesh vertices

code: FTransform GetTransform() const


description: Utility for creating a convex hull from a set of planes. Will reset current state of this elem.

code: bool HullFromPlanes ( const [TArray](API\Runtime\Core\Containers\TArray)< FPlane > & InPlanes, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & SnapVerts, float InSnapDistance )


code: const [FKConvexElem](API\Runtime\Engine\PhysicsEngine\FKConvexElem) & operator= ( const [FKConvexElem](API\Runtime\Engine\PhysicsEngine\FKConvexElem) & Other )


description: Reset the hull to empty all arrays

code: void Reset()


code: void ScaleElem ( FVector DeltaSize, float MinSize )


description: Set the chaos convex mesh Note : This will by default invalidate the convex data and recompute them by calling ComputeChaosConvexIndices Only set ConvexDataUpdateMethod to UpdateConvexDataOnlyIfMissing if you know the data is up to date with the chaos convex object or if you plan to call ComputeChaosConvexIndices later

code: void SetChaosConvexMesh ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Chaos::FConvex](API\Runtime\Chaos\Chaos\FConvex), ESPMode::ThreadSafe > && InChaosConvex, [EConvexDataUpdateMethod](API\Runtime\Engine\PhysicsEngine\FKConvexElem\EConvexDataUpdateMethod) ConvexDataUpdateMethod )


description: Modify the transform to apply to convex mesh vertices NOTE: When doing this, BodySetup convex meshes need to be recooked - usually by calling InvalidatePhysicsData() and CreatePhysicsMeshes()

code: void SetTransform ( const FTransform & InTransform )


code: static [EAggCollisionShape::Type](API\Runtime\Engine\PhysicsEngine\EAggCollisionShape__Type) StaticShapeType = EAggCollisionShape::Convex;


description: Updates internal ElemBox based on current value of VertexData

code: void UpdateElemBox()


code: FKConvexElem ( const [FKConvexElem](API\Runtime\Engine\PhysicsEngine\FKConvexElem) & Other )


className: FKConvexElem

description: One convex hull, used for simplified collision.

code: struct FKConvexElem : public [FKShapeElem](API\Runtime\Engine\PhysicsEngine\FKShapeElem)

ElemBox

type: FBox

description: Bounding box of this convex hull.

IndexData

type: TArray< int32 >

VertexData

type: TArray< FVector...

description: Array of indices that make up the convex hull.


code: FBox CalcAABB ( const FTransform & BoneTM, const FVector & Scale3D ) const


code: virtual void DrawElemSolid ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FTransform & ElemTM, const float Scale, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy ) const


code: void BuildLevelSet ( const FTransform & GridTransform, const [TArray](API\Runtime\Core\Containers\TArray)< double > & GridValues, const FIntVector & GridDims, float GridCellSize )


description: Draw functions.

code: virtual void DrawElemWire ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FTransform & ElemTM, const float Scale, const [FColor](API\Runtime\Core\Math\FColor) Color ) const


code: void GetElemSolid ( const FTransform & ElemTM, const FVector & Scale3D, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, int32 ViewIndex, class [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


description: Get geometry of all cells where the level set function is less than or equal to InteriorThreshold

code: void GetInteriorGridCells ( [TArray](API\Runtime\Core\Containers\TArray)< FBox > & CellBoxes, double InteriorThreshold ) const


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Chaos::FLevelSet](API\Runtime\Chaos\Chaos\FLevelSet), ESPMode::ThreadSafe > GetLevelSet() const


code: void GetLevelSetData ( FTransform & OutGridTransform, [TArray](API\Runtime\Core\Containers\TArray)< double > & OutGridValues, FIntVector & OutGridDims, float & OutGridCellSize ) const


description: Get geometry of all cell faces where level set function changes sign

code: void GetZeroIsosurfaceGridCellFaces ( [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & Vertices, [TArray](API\Runtime\Core\Containers\TArray)< FIntVector > & Tris ) const


code: FIntVector3 GridResolution() const


code: const [FKLevelSetElem](API\Runtime\Engine\PhysicsEngine\FKLevelSetElem) & operator= ( const [FKLevelSetElem](API\Runtime\Engine\PhysicsEngine\FKLevelSetElem) & Other )


code: void ScaleElem ( FVector DeltaSize, float MinSize )


code: bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void SetTransform ( const FTransform & InTransform )


code: FKLevelSetElem ( const [FKLevelSetElem](API\Runtime\Engine\PhysicsEngine\FKLevelSetElem) & Other )


className: FKLevelSetElem

code: struct FKLevelSetElem : public [FKShapeElem](API\Runtime\Engine\PhysicsEngine\FKShapeElem)


description: Helper function to safely clone instances of this shape element

code: void CloneElem ( const [FKShapeElem](API\Runtime\Engine\PhysicsEngine\FKShapeElem) & Other )


code: virtual void DrawElemSolid ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FTransform & ElemTM, const float Scale, const class [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy ) const


description: Get whether this shape should be considered for query or sim collision


description: Get whether this shape contributes to the mass of the body

code: bool GetContributeToMass() const


description: Get the user-defined name for this shape

code: const [FName](API\Runtime\Core\UObject\FName) & GetName() const


description: Get the type of this shape


code: template<typename T> T * GetShapeCheck()


code: const FUserData * GetUserData() const


code: const [FKShapeElem](API\Runtime\Engine\PhysicsEngine\FKShapeElem) & operator= ( const [FKShapeElem](API\Runtime\Engine\PhysicsEngine\FKShapeElem) & Other )


description: Set whether this shape should be considered for query or sim collision

code: void SetCollisionEnabled ( [ECollisionEnabled::Type](API\Runtime\Engine\Engine\ECollisionEnabled__Type) InCollisionEnabled )


description: Set whether this shape will contribute to the mass of the body

code: void SetContributeToMass ( bool bInContributeToMass )


description: Set the user-defined name for this shape

code: void SetName ( const [FName](API\Runtime\Core\UObject\FName) & InName )


code: static [EAggCollisionShape::Type](API\Runtime\Engine\PhysicsEngine\EAggCollisionShape__Type) StaticShapeType = EAggCollisionShape::Unknown;


code: FKShapeElem ( [EAggCollisionShape::Type](API\Runtime\Engine\PhysicsEngine\EAggCollisionShape__Type) InShapeType )


code: FKShapeElem ( const [FKShapeElem](API\Runtime\Engine\PhysicsEngine\FKShapeElem) & Copy )


className: FKShapeElem

description: Base class of shapes used for collision, such as Sphere, Box, Sphyl, Convex, TaperedCapsule or LevelSet

code: struct FKShapeElem

bIsGenerated

type: uint8:  1

description: True when the shape was created by the engine and was not imported.

RestOffset

type: float

description: Offset used when generating contact points.


code: FBox CalcAABB ( const FTransform & BoneTM, const FVector & Scale3D ) const


code: virtual void DrawElemSolid ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FTransform & ElemTM, const float Scale, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy ) const


code: void GetElemSolid ( const FTransform & ElemTM, const FVector & Scale3D, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, int32 ViewIndex, class [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


description: Draw functions.

code: virtual void DrawElemWire ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FTransform & ElemTM, const float Scale, const [FColor](API\Runtime\Core\Math\FColor) Color ) const


code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Chaos::TWeightedLatticeImplicitObject](API\Runtime\Engine\PhysicsEngine\TWeightedLatticeImplicitObject)< [Chaos::FLevelSet](API\Runtime\Chaos\Chaos\FLevelSet) > > & GetWeightedLevelSet() const


code: bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: const [FKSkinnedLevelSetElem](API\Runtime\Engine\PhysicsEngine\FKSkinnedLevelSetElem) & operator= ( const [FKSkinnedLevelSetElem](API\Runtime\Engine\PhysicsEngine\FKSkinnedLevelSetElem) & Other )


code: void SetWeightedLevelSet ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [Chaos::TWeightedLatticeImplicitObject](API\Runtime\Engine\PhysicsEngine\TWeightedLatticeImplicitObject)< [Chaos::FLevelSet](API\Runtime\Chaos\Chaos\FLevelSet) >> && InWeightedLevelSet )


code: FKSkinnedLevelSetElem ( const [FKSkinnedLevelSetElem](API\Runtime\Engine\PhysicsEngine\FKSkinnedLevelSetElem) & Other )


className: FKSkinnedLevelSetElem

code: struct FKSkinnedLevelSetElem : public [FKShapeElem](API\Runtime\Engine\PhysicsEngine\FKShapeElem)


code: void DrawElemSolid ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FTransform & ElemTM, float Scale, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy ) const


code: void DrawElemSolid ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FTransform & ElemTM, const FVector & Scale3D, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy ) const


code: virtual void DrawElemWire ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FTransform & ElemTM, float Scale, const [FColor](API\Runtime\Core\Math\FColor) Color ) const


code: void DrawElemWire ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FTransform & ElemTM, const FVector & Scale3D, const [FColor](API\Runtime\Core\Math\FColor) Color ) const


code: void FixupDeprecated ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description:
Finds the closest point on the shape given a world position. Input and output are given in world space
The distance between WorldPosition and the shape. 0 indicates WorldPosition is inside the shape.

code: float GetClosestPointAndNormal ( const FVector & WorldPosition, const FTransform & BodyToWorldTM, FVector & ClosestWorldPosition, FVector & Normal ) const


code: FBox CalcAABB ( const FTransform & BoneTM, float Scale ) const


code: [FKSphereElem](API\Runtime\Engine\PhysicsEngine\FKSphereElem) GetFinalScaled ( const FVector & Scale3D, const FTransform & RelativeTM ) const


code: [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) GetScaledVolume ( const FVector & Scale ) const


description:
Finds the shortest distance between the element and a world position. Input and output are given in world space
The distance between WorldPosition and the shape. 0 indicates WorldPosition is inside the shape.

code: float GetShortestDistanceToPoint ( const FVector & WorldPosition, const FTransform & BodyToWorldTM ) const


description: Utility function that builds an FTransform from the current data.

code: FTransform GetTransform() const


description: Deprecated* Changed to GetScaledVolume to support non-uniform scales on other element types

code: [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) GetVolume ( const FVector & Scale ) const


code: void ScaleElem ( FVector DeltaSize, float MinSize )


code: void SetTransform ( const FTransform & InTransform )


code: static [EAggCollisionShape::Type](API\Runtime\Engine\PhysicsEngine\EAggCollisionShape__Type) StaticShapeType = EAggCollisionShape::Sphere;


className: FKSphereElem

description: Sphere shape used for collision

code: struct FKSphereElem : public [FKShapeElem](API\Runtime\Engine\PhysicsEngine\FKShapeElem)

Center

description: Position of the sphere's origin

Radius

description: Radius of the sphere


code: void GetElemSolid ( const FTransform & ElemTM, const FVector & Scale3D, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, int32 ViewIndex, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


code: [FKSphylElem](API\Runtime\Engine\PhysicsEngine\FKSphylElem) GetFinalScaled ( const FVector & Scale3D, const FTransform & RelativeTM ) const


description: Returns half of the total scaled length of the Sphyl, which includes the scaled top and bottom caps

code: float GetScaledHalfLength ( const FVector & Scale3D ) const


description: Returns the scaled radius for this Sphyl, which is determined by the Max scale on X/Y and clamped by half the total length

code: float GetScaledRadius ( const FVector & Scale3D ) const


description: Returns the scaled length of the cylinder part of the Sphyl

code: float GetScaledCylinderLength ( const FVector & Scale3D ) const


code: [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) GetScaledVolume ( const FVector & Scale3D ) const


description:
Finds the shortest distance between the element and a world position. Input and output are given in world space
The distance between WorldPosition and the shape. 0 indicates WorldPosition is inside one of the shapes.


description: Deprecated* Changed to GetScaledVolume. Note that Volume calculation now includes non-uniform scale so values may have changed


code: static [EAggCollisionShape::Type](API\Runtime\Engine\PhysicsEngine\EAggCollisionShape__Type) StaticShapeType = EAggCollisionShape::Sphyl;


code: FKSphylElem ( float InRadius, float InLength )


className: FKSphylElem

description: Capsule shape used for collision. Z axis is capsule axis.

code: struct FKSphylElem : public [FKShapeElem](API\Runtime\Engine\PhysicsEngine\FKShapeElem)

Center

description: Position of the capsule's origin

Length

description: This is of line-segment ie. add Radius to both ends to find total length.

description: Radius of the capsule

Rotation

description: Rotation of the capsule


code: FBox CalcAABB ( const FTransform & BoneTM, float Scale ) const


code: void DrawElemSolid ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FTransform & ElemTM, float Scale, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy ) const


code: virtual void DrawElemWire ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FTransform & ElemTM, float Scale, const [FColor](API\Runtime\Core\Math\FColor) Color ) const


code: void DrawElemSolid ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FTransform & ElemTM, const FVector & Scale3D, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy ) const


code: void DrawElemWire ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FTransform & ElemTM, const FVector & Scale3D, const [FColor](API\Runtime\Core\Math\FColor) Color ) const


description: Draws just the sides of a tapered capsule specified by provided Spheres that can have different radii. Does not draw the spheres, just the sleeve. Extent geometry endpoints not necessarily coplanar with sphere origins (uses hull horizon) Otherwise uses the great-circle cap assumption.

code: static void DrawTaperedCapsuleSides ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FTransform & ElemTM, const FVector & InCenter0, const FVector & InCenter1, float InRadius0, float InRadius1, const [FColor](API\Runtime\Core\Math\FColor) & Color )


code: [FKTaperedCapsuleElem](API\Runtime\Engine\PhysicsEngine\FKTaperedCapsuleElem) GetFinalScaled ( const FVector & Scale3D, const FTransform & RelativeTM ) const


code: void GetScaledRadii ( const FVector & Scale3D, float & OutRadius0, float & OutRadius1 ) const


code: FTransform GetTransform() const


code: void ScaleElem ( FVector DeltaSize, float MinSize )


code: void SetTransform ( const FTransform & InTransform )


code: static [EAggCollisionShape::Type](API\Runtime\Engine\PhysicsEngine\EAggCollisionShape__Type) StaticShapeType = EAggCollisionShape::TaperedCapsule;


code: FKTaperedCapsuleElem ( float InRadius0, float InRadius1, float InLength )


className: FKTaperedCapsuleElem

description: Capsule shape used for collision. Z axis is capsule axis. Has a start and end radius that can differ.

code: struct FKTaperedCapsuleElem : public [FKShapeElem](API\Runtime\Engine\PhysicsEngine\FKShapeElem)

Center

description: Position of the capsule's origin

Length

description: Length of line-segment. Add Radius0 and Radius 1 to find total length.

description: Radius of the capsule start point

description: Radius of the capsule end point

description: Rotation of the capsule


description: Updates physx linear constraint from unreal data.

code: void UpdateLinearLimit_AssumesLocked ( const FPhysicsConstraintHandle & InConstraintRef, float AverageMass, float Scale ) const


className: FLinearConstraint

description: Distance constraint

code: struct FLinearConstraint : public [FConstraintBaseParams](API\Runtime\Engine\PhysicsEngine\FConstraintBaseParams)

Limit

description: The distance allowed between the two joint reference frames.

XMotion

type: TEnumAsByte< en...

description: Indicates the linear constraint applied along the X-axis.

YMotion

description: Indicates the linear constraint applied along the Y-axis.

ZMotion

description: Indicates the linear constraint applied along theZX-axis.


code: bool IsPositionDriveEnabled() const


code: bool IsVelocityDriveEnabled() const


className: FLinearDriveConstraint

description: Linear Drive

code: struct FLinearDriveConstraint

PositionTarget

description: Target position the linear drive.

VelocityTarget

description: Target velocity the linear drive.

XDrive

type: FConstraintDriv...


code: [FLockedPhysicsObjectExternalInterface](API\Runtime\Engine\PhysicsEngine\FLockedPhysicsObjectExternalInte-) & operator= ( [FLockedPhysicsObjectExternalInterface](API\Runtime\Engine\PhysicsEngine\FLockedPhysicsObjectExternalInte-) & Other )


code: [FLockedPhysicsObjectExternalInterface](API\Runtime\Engine\PhysicsEngine\FLockedPhysicsObjectExternalInte-) & operator= ( [FLockedPhysicsObjectExternalInterface](API\Runtime\Engine\PhysicsEngine\FLockedPhysicsObjectExternalInte-) && Other )


description: The FORCEINLINE gets around some linker issues when trying to call Destroy.

code: void Release()


code: FLockedPhysicsObjectExternalInterface ( [FLockedPhysicsObjectExternalInterface](API\Runtime\Engine\PhysicsEngine\FLockedPhysicsObjectExternalInte-) & Other )


code: FLockedPhysicsObjectExternalInterface ( [FLockedPhysicsObjectExternalInterface](API\Runtime\Engine\PhysicsEngine\FLockedPhysicsObjectExternalInte-) && Other )


code: FLockedPhysicsObjectExternalInterface ( [FChaosScene](API\Runtime\PhysicsCore\Chaos\FChaosScene) * Scene, [InterfaceType](API\Runtime\Engine\PhysicsEngine\FLockedPhysicsObjectExternalInte-\InterfaceType) && InInterface )


className: FLockedPhysicsObjectExternalInterface

code: template<EPhysicsInterfaceScopedLockType LockType> class FLockedPhysicsObjectExternalInterface


className: FOnClusterUnionAddedComponent

code: class FOnClusterUnionAddedComponent


className: FOnClusterUnionBoundsChanged

code: class FOnClusterUnionBoundsChanged


className: FPhysicalAnimationData

description: Stores info on the type of motor that will be used for a given bone

code: struct FPhysicalAnimationData

AngularVelocityStrength

description: The strength used to correct angular velocity error

bIsLocalSimulation

description: Whether the drive targets are in world space or local

BodyName

type: FName

description: The body we will be driving.

MaxAngularForce

description: The max force used to correct angular errors

MaxLinearForce

description: The max force used to correct linear errors

OrientationStrength

description: The strength used to correct orientation error

PositionStrength

description: The strength used to correct linear position error. Only used for non-local simulation

VelocityStrength

description: The strength used to correct linear velocity error. Only used for non-local simulation


className: FPhysicalAnimationProfile

code: struct FPhysicalAnimationProfile

PhysicalAnimationData

type: FPhysicalAnimat...

description: Physical animation parameters used to drive animation

ProfileName

description: Profile name used to identify set of physical animation parameters


code: FPhysicalSurfaceName ( EPhysicalSurface InType, const [FName](API\Runtime\Core\UObject\FName) & InName )


className: FPhysicalSurfaceName

description: Structure that represents the name of physical surfaces.

code: struct FPhysicalSurfaceName


className: FPhysicsAssetSolverSettings

description: These settings have no effect when the Physics Asset is used in a world simulation (i.e., as a ragdoll on a SkeletalMeshComponent).

code: struct FPhysicsAssetSolverSettings

bUseLinearJointSolver

type: bool

description: RBAN: Whether to use the linear or non-linear solver for RBAN Joints.

CullDistance

description: RBAN: The distance at which collisions are ignored.

FixedTimeStep

description: RBAN: The recommended fixed timestep for the RBAN solver.

MaxDepenetrationVelocity

description: RBAN: When bodies are penetrating, this is the maximum velocity delta that can be applied in one frame.

PositionIterations

description: RBAN: The number of position iterations to run.

ProjectionIterations

description: RBAN: The number of projection iterations to run.

VelocityIterations

description: RBAN: The number of velocity iterations to run.


className: FPhysicsConstraintProfileHandle

description: Defaults here will give you a ball and socket joint. Positions are in Physics scale. When adding stuff here, make sure to update URB_ConstraintSetup::CopyConstraintParamsFrom

code: struct FPhysicsConstraintProfileHandle

ProfileProperties

type: FConstraintProf...


className: FOnClusterUnionRemovedComponent

code: class FOnClusterUnionRemovedComponent


code: static FLockedReadPhysicsObjectExternalInterface LockRead ( [FChaosScene](API\Runtime\PhysicsCore\Chaos\FChaosScene) * Scene )


code: static FLockedReadPhysicsObjectExternalInterface LockRead ( [Chaos::FConstPhysicsObjectHandle](API\Runtime\Chaos\Chaos\FConstPhysicsObjectHandle) InObject )


code: static FLockedReadPhysicsObjectExternalInterface LockRead ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [Chaos::FConstPhysicsObjectHandle](API\Runtime\Chaos\Chaos\FConstPhysicsObjectHandle) > InObjects )


code: static FLockedWritePhysicsObjectExternalInterface LockWrite ( [FChaosScene](API\Runtime\PhysicsCore\Chaos\FChaosScene) * Scene )


code: static FLockedWritePhysicsObjectExternalInterface LockWrite ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [Chaos::FPhysicsObjectHandle](API\Runtime\Chaos\Chaos\FPhysicsObjectHandle) > InObjects )


className: FPhysicsObjectExternalInterface

code: class FPhysicsObjectExternalInterface : public [Chaos::FPhysicsObjectInterface](API\Runtime\Chaos\Chaos\FPhysicsObjectInterface), public [PhysicsObjectPhysicsCoreInterface](API\Runtime\PhysicsCore\PhysicsObjectPhysicsCoreInterfac-)


className: FPhysicsPredictionSettings

description: Physics Prediction Settings

code: struct FPhysicsPredictionSettings

bEnablePhysicsPrediction

description: Enable networked physics prediction

bEnablePhysicsResimulation

description: Enable physics resimulation

MaxSupportedLatencyPrediction

description: Amount of RTT (Round Trip Time) latency for the prediction to support in milliseconds.

ResimulationErrorThreshold

description: Distance in centimeters before a state discrepancy triggers a resimulation


description: == operator required for use withTMaptrue if the passed inFRigidBodyIndexPairis identical to this one, false otherwise

code: bool operator== ( const [FRigidBodyIndexPair](API\Runtime\Engine\PhysicsEngine\FRigidBodyIndexPair) & Other ) const


description: Default constructor required for use withTMap

code: FRigidBodyIndexPair()


description: Constructor, taking unordered pair of indices and generating a key.

code: FRigidBodyIndexPair ( int32 Index1, int32 Index2 )


className: FRigidBodyIndexPair

description: Endian save storage for a pair of rigid body indices used as a key in the CollisionDisableTableTMap.

code: struct FRigidBodyIndexPair

Indices

description: Pair of indices


className: FSolverIterations

description: These settings have no effect when the Physics Asset is used in a world simulation (ragdoll).

code: struct FSolverIterations

CollisionIterations

description: The recommended number of collision sub-iterations. Increasing this can help with collision jitter.

CollisionPushOutIterations

description: The recommended number of joint sub-push-out iterations.

JointIterations

description: The recommended number of joint sub-iterations.

SolverIterations

description: The recommended number of solver iterations.

SolverPushOutIterations

description: The recommended number of solver push-out iterations.


description: Updates twist limit from unreal data.

code: void UpdateTwistLimit_AssumesLocked ( const FPhysicsConstraintHandle & InConstraintRef, float AverageMass ) const


code: [FSpatialAccelerationIdx](API\Runtime\Chaos\Chaos\FSpatialAccelerationIdx) AddSubstructure ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISpatialAcceleration](API\Runtime\Engine\Physics\Experimental\ISpatialAcceleration)< TPayloadType, T, d >> && Substructure, uint16 Bucket, uint16 BucketInnerIdx )


className: FTwistConstraint

description: Angular roll constraint

code: struct FTwistConstraint : public [FConstraintBaseParams](API\Runtime\Engine\PhysicsEngine\FConstraintBaseParams)

TwistLimitDegrees

description: Symmetric angle of roll along the X-axis.

TwistMotion

description: Indicates whether the Twist limit is used.


code: void DebugDraw ( [ISpacialDebugDrawInterface](API\Runtime\Chaos\Chaos\ISpacialDebugDrawInterface)< T > * InInterface ) const


code: void DeepAssign ( const [ISpatialAccelerationCollection](API\Runtime\Engine\PhysicsEngine\ISpatialAccelerationCollection)< TPayloadType, [FReal](API\Runtime\ChaosCore\Chaos\FReal), 3 > & Other )


code: virtual void DeepAssign ( const [ISpatialAcceleration](API\Runtime\Engine\Physics\Experimental\ISpatialAcceleration)< TPayloadType, [FReal](API\Runtime\ChaosCore\Chaos\FReal), 3 > & Other )


code: [TArray](API\Runtime\Core\Containers\TArray)< [FSpatialAccelerationIdx](API\Runtime\Chaos\Chaos\FSpatialAccelerationIdx) > GetAllSpatialIndices() const


code: [ISpatialAcceleration](API\Runtime\Engine\Physics\Experimental\ISpatialAcceleration)< TPayloadType, T, d > * GetSubstructure ( [FSpatialAccelerationIdx](API\Runtime\Chaos\Chaos\FSpatialAccelerationIdx) Idx )


code: bool IsAllAsyncTasksComplete() const


code: bool IsBucketActive ( uint8 BucketIdx ) const


code: [ISpatialAccelerationCollection](API\Runtime\Engine\PhysicsEngine\ISpatialAccelerationCollection) & operator= ( const [ISpatialAccelerationCollection](API\Runtime\Engine\PhysicsEngine\ISpatialAccelerationCollection) & )


code: [ISpatialAccelerationCollection](API\Runtime\Engine\PhysicsEngine\ISpatialAccelerationCollection) & operator= ( [ISpatialAccelerationCollection](API\Runtime\Engine\PhysicsEngine\ISpatialAccelerationCollection) && )


description: This is kind of a hack to avoid virtuals. We simply route calls into templated functions

code: void PBDComputeConstraintsLowLevel ( T Dt, [FSpatialAccelerationBroadPhase](API\Runtime\Chaos\Chaos\Collision\FSpatialAccelerationBroadPhase) & BroadPhase, [Private::FCollisionConstraintAllocator](API\Runtime\Chaos\Chaos\Collision\FCollisionConstraintAllocator) * Allocator, const [FCollisionDetectorSettings](API\Runtime\Chaos\Chaos\Collision\FCollisionDetectorSettings) & Settings, [IResimCacheBase](API\Runtime\Chaos\Chaos\IResimCacheBase) * ResimCache ) const


code: [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISpatialAcceleration](API\Runtime\Engine\Physics\Experimental\ISpatialAcceleration)< TPayloadType, T, d > > RemoveSubstructure ( [FSpatialAccelerationIdx](API\Runtime\Chaos\Chaos\FSpatialAccelerationIdx) Idx )


code: void SetAllAsyncTasksComplete ( bool State )


className: StaticType

code: static constexpr [ESpatialAcceleration](API\Runtime\Chaos\Chaos\Chaos__ESpatialAcceleration) StaticType = ESpatialAcceleration::Collection;


code: void SwapSubstructure ( [ISpatialAccelerationCollection](API\Runtime\Engine\PhysicsEngine\ISpatialAccelerationCollection)< TPayloadType, T, d > & Other, [FSpatialAccelerationIdx](API\Runtime\Chaos\Chaos\FSpatialAccelerationIdx) Idx )


code: ISpatialAccelerationCollection ( [ISpatialAccelerationCollection](API\Runtime\Engine\PhysicsEngine\ISpatialAccelerationCollection) && )


code: ISpatialAccelerationCollection ( const [ISpatialAccelerationCollection](API\Runtime\Engine\PhysicsEngine\ISpatialAccelerationCollection) & )


className: ISpatialAccelerationCollection

code: template<typename TPayloadType, typename T, int d> class ISpatialAccelerationCollection : public [Chaos::ISpatialAcceleration< TPayloadType, T, d >](API\Runtime\Engine\Physics\Experimental\ISpatialAcceleration)


className: WithPostSerialize

code: enum &123; WithPostSerialize = true &125;


className: TStructOpsTypeTraits< FBodyInstance >

code: template<> struct TStructOpsTypeTraits< FBodyInstance > : public [TStructOpsTypeTraitsBase2< FBodyInstance >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithCopy

code: enum &123; WithCopy = false &125;


code: template<> struct TStructOpsTypeTraits< FConstraintInstance > : public [TStructOpsTypeTraitsBase2< FConstraintInstance >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithSerializer

code: enum &123; WithSerializer = true &125;


description: Enable our own serialization function to handleFKSkinnedLevelSetElem

code: template<> struct TStructOpsTypeTraits< FKSkinnedLevelSetElem > : public [TStructOpsTypeTraitsBase2< FKSkinnedLevelSetElem >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: TStructOpsTypeTraits< FKLevelSetElem >

description: Enable our own serialization function to handle FLevelSet

code: template<> struct TStructOpsTypeTraits< FKLevelSetElem > : public [TStructOpsTypeTraitsBase2< FKLevelSetElem >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithSerializerObjectReferences

code: static WithSerializerObjectReferences = EPropertyObjectReferenceType::None;


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) > DeepCopy() const


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) > Copy() const


description: Not all implicit objects can be duplicated, up to user code to use this in cases that make sense.

code: virtual [FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) * Duplicate() const


code: const TConcrete * GetEmbeddedObject() const


code: virtual uint32 GetTypeHash() const


description: Find the closest point on the surface, and return the separating distance and axis.

code: virtual [FReal](API\Runtime\ChaosCore\Chaos\FReal) PhiWithNormal ( const [FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & x, [FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & Normal ) const


className: ObjectType

code: typedef [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< TConcrete > ObjectType


description: Note that if x is in an empty cell / outside the deformed lattice and bIncludeEmptyCells is false, this will return UE_BIG_NUMBER and Normal will be unchanged. SurfaceCoord will be invalid. When bIncludeEmptyCells is true, the closest non-empty lattice cell will be used to find the closest surface point.

code: [FReal](API\Runtime\ChaosCore\Chaos\FReal) PhiWithNormalAndSurfacePoint ( const [FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & X, [FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & Normal, [FEmbeddingCoordinate](API\Runtime\Chaos\Chaos\FWeightedLatticeImplicitObject\FEmbeddingCoordinate) & SurfaceCoord, bool bIncludeEmptyCells ) const


code: static constexpr [EImplicitObjectType](API\Runtime\Chaos\Chaos\EImplicitObjectType) StaticType()


className: T

code: typedef typename TConcrete::TType T


code: virtual void Serialize ( [FChaosArchive](API\Runtime\Chaos\Chaos\FChaosArchive) & Ar )


code: TWeightedLatticeImplicitObject ( [TWeightedLatticeImplicitObject](API\Runtime\Engine\PhysicsEngine\TWeightedLatticeImplicitObject) && Other )


description: Needed for serialization


code: TWeightedLatticeImplicitObject ( [ObjectType](API\Runtime\Chaos\Chaos\FWeightedLatticeImplicitObject\ObjectType) && InObject, [TUniformGrid](API\Runtime\Chaos\Chaos\TUniformGrid)< [FReal](API\Runtime\ChaosCore\Chaos\FReal), 3 > && InGrid, [TArrayND](API\Runtime\Chaos\Chaos\TArrayND)< [FWeightedLatticeInfluenceData](API\Runtime\Chaos\Chaos\FWeightedLatticeInfluenceData), 3 > && InBoneData, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > && InUsedBones, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > && InReferenceRelativeTransforms )


description: Aborts an async cook that hasn't begun. See CreatePhysicsMeshesAsync. (Useful for cases where frequent updates at runtime would otherwise cause a backlog)

code: void AbortPhysicsMeshAsyncCreation()


className: TWeightedLatticeImplicitObject

code: template<typename TConcrete> class TWeightedLatticeImplicitObject : public [Chaos::FWeightedLatticeImplicitObject](API\Runtime\Chaos\Chaos\FWeightedLatticeImplicitObject)


code: bool AddCollisionElemFrom ( const [FKAggregateGeom](API\Runtime\Engine\PhysicsEngine\FKAggregateGeom) & FromAggGeom, const [EAggCollisionShape::Type](API\Runtime\Engine\PhysicsEngine\EAggCollisionShape__Type) ShapeType, const int32 ElemIndex )


description: Add collision shapes from another body setup to this one

code: void AddCollisionFrom ( class [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * FromSetup )


code: void AddCollisionFrom ( const [FKAggregateGeom](API\Runtime\Engine\PhysicsEngine\FKAggregateGeom) & FromAggGeom )


description: Add the shapes defined by this body setup to the supplied PxRigidBody.

code: void AddShapesToRigidActor_AssumesLocked ( [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * OwningInstance, FVector & Scale3D, [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * SimpleMaterial, [TArray](API\Runtime\Core\Containers\TArray)< [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * > & ComplexMaterials, [TArray](API\Runtime\Core\Containers\TArray)< [FPhysicalMaterialMaskParams](API\Runtime\Engine\Physics\FPhysicalMaterialMaskParams) > & ComplexMaterialMasks, const [FBodyCollisionData](API\Runtime\PhysicsCore\FBodyCollisionData) & BodyCollisionData, const FTransform & RelativeTM, [TArray](API\Runtime\Core\Containers\TArray)< FPhysicsShapeHandle > * NewShapes )


description: Starts caching of platform specific data for the target platform Called when cooking before serialization so that object can prepare platform specific data Not called during normal loading of objects

code: virtual void BeginCacheForCookedPlatformData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


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.

code: virtual void BeginDestroy()


code: TWeightedLatticeImplicitObject &40; ObjectType && InObject, const FWeightedLatticeImplicitObject & Other &41;


description: Calculates the mass. You can pass in the component where additional information is pulled from ( Scale, PhysMaterialOverride )

code: virtual float CalculateMass ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component ) const


description: Clears cached cooked platform data for specific platform

code: virtual void ClearCachedCookedPlatformData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Given a location in body space, and face index, find the UV of the desired UV channel. Note this ONLY works if 'Support UV From Hit Results' is enabled in Physics Settings.

code: bool CalcUVAtLocation ( const FVector & BodySpaceLocation, int32 FaceIndex, int32 UVChannel, FVector2D & UV ) const


code: void CopyBodyPropertiesFrom ( const [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * FromSetup )


description: Release Physics meshes (ConvexMeshes, TriMesh & TriMeshNegX)

code: void ClearPhysicsMeshes()


description: Copy all UPROPERTY settings except the collision geometry. This function is use when we restore the original data after a re-import of a static mesh. AllFPropertyshould be copy here except the collision geometry (i.e. AggGeom)

code: virtual void CopyBodySetupProperty ( const [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * Other )


description:
Converts aUModelto a set of convex hulls for simplified collision. Any convex elements already in this BodySetup will be destroyed. WARNING: the input model can have no single polygon or set of coplanar polygons which merge to more than FPoly::MAX_VERTICES vertices.
true on success, false on failure because of vertex count overflow.

code: bool CreateFromModel ( class [UModel](API\Runtime\Engine\UModel) * InModel, bool bRemoveExisting )


description: Create Physics meshes (ConvexMeshes, TriMesh & TriMeshNegX) from cooked data Release Physics meshes (ConvexMeshes, TriMesh & TriMeshNegX). Must be called before the BodySetup is destroyed

code: virtual void CreatePhysicsMeshes()


description: Create Physics meshes (ConvexMeshes, TriMesh & TriMeshNegX) from cooked data async (useful for runtime cooking as it can go wide off the game thread) Release Physics meshes (ConvexMeshes, TriMesh & TriMeshNegX). Must be called before the BodySetup is destroyed NOTE: You cannot use the body setup until this operation is done. You must create the physics state (call CreatePhysicsState, or InitBody, etc..) , this does not automatically update the BodyInstance state for you

code: void CreatePhysicsMeshesAsync ( FOnAsyncPhysicsCookFinished OnAsyncPhysicsCookFinished )


className: FAsyncCookHelper

description: References the current async cook helper. Used to be able to abort a cook task


description: Because properties are destroyed here,Super::FinishDestroy()should always be called at the end of your child class'sFinishDestroy()method, rather than at the beginning.

code: virtual void FinishDestroy()


description:
Finds the closest point in the body setup. Input and outputs are given in world space.
NOTE: This function ignores trimesh data
The distance between WorldPosition and the body setup. 0 indicates WorldPosition is inside one of the shapes.

code: float GetClosestPointAndNormal ( const FVector & WorldPosition, const FTransform & BodyToWorldTM, FVector & ClosestWorldPosition, FVector & FeatureNormal, bool bUseConvexShapes ) const


description: Generates the information needed for cooking geometry.

code: void GetCookInfo ( [FCookBodySetupInfo](API\Runtime\Engine\PhysicsEngine\FCookBodySetupInfo) & OutCookInfo, EPhysXMeshCookFlags InCookFlags ) const


description: Generate a string to uniquely describe the state of the geometry in this setup to populate the DDC

code: void GetGeometryDDCKey ( [FString](API\Runtime\Core\Containers\FString) & OutString ) const


description: Returns the physics material used for this body. If none, specified, returns the default engine material.

code: [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * GetPhysMaterial() const


description: Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


description: Returns the volume of this element

code: virtual float GetVolume ( const FVector & Scale ) const


description: Returns the volume of this element givent the scale

code: virtual [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) GetScaledVolume ( const FVector & Scale ) const


description:
Finds the shortest distance between the body setup and a world position. Input and output are given in world space
NOTE: This function ignores trimesh data
The distance between WorldPosition and the body setup. 0 indicates WorldPosition is inside one of the shapes.

code: float GetShortestDistanceToPoint ( const FVector & WorldPosition, const FTransform & BodyToWorldTM, bool bUseConvexShapes ) const


description: Invalidate physics data

code: virtual void InvalidatePhysicsData()


description: Have we finished loading all the cooked platform data for the target platforms requested in BeginCacheForCookedPlatformData

code: virtual bool IsCachedCookedPlatformDataLoaded ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description:
Generic function to validate objects during changelist validations, etc.
Valid if this object has data validation rules set up for it and the data for this object is valid. Returns Invalid if it does not pass the rules. Returns NotValidated if no rules are set for this object.

code: virtual EDataValidationResult IsDataValid ( class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context ) const


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

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


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Clear all simple collision

code: void RemoveSimpleCollision()


description: Rescales simple collision geometry. Note you must recreate physics meshes after this

code: void RescaleSimpleCollision ( FVector BuildScale )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Updates the tri mesh collision with new positions, and refits the BVH to match. This is not a full collision cook, and so you can only safely move positions and not change the structure

code: void UpdateTriMeshVertices ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & NewPositions )


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


description: Needs implementation in BodySetup.cpp to compile UniquePtr for forward declared class

code: UBodySetup ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )


className: UBodySetup

description: FBodyInstance

code: class UBodySetup : public [UBodySetupCore](API\Runtime\PhysicsCore\UBodySetupCore)

AggGeom

type: FKAggregateGeom

description: Simplified collision representation of this

bConsiderForBounds

type: uint8: 1

description: Should this BodySetup be considered for the bounding box of the PhysicsAsset (and hence SkeletalMeshComponent).

bCreatedPhysicsMeshes

description: Flag used to know if we have created the physics convex and tri meshes from the cooked data yet

bDoubleSidedGeometry

description: If true, the physics triangle mesh will use double sided faces when doing scene queries.

bFailedToCreatePhysicsMeshes

description: Flag used to know if we have failed to create physics meshes.

bGenerateMirroredCollision

description: Should we generate data necessary to support collision on mirrored versions of this mesh.

bGenerateNonMirroredCollision

description: Should we generate data necessary to support collision on normal (non-mirrored) versions of this body.

bHasCookedCollisionData

description: Indicates whether this setup has any cooked collision data.

bMeshCollideAll

description: If true, the physics of this mesh (only affects static meshes) will always contain ALL elements from the mesh - not just the ones enabled for collision.

bNeverNeedsCookedCollisionData

description: Indicates that we will never use convex or trimesh shapes.

BodySetupGuid

type: FGuid

description: GUID used to uniquely identify this setup so it can be found in the DDC

bSharedCookedData

description: Whether the cooked data is shared by multiple body setups.

bSupportUVsAndFaceRemap

description: If true, the physics triangle mesh will store UVs and the face remap table.

description: Build scale for this body setup (static mesh settings define this value)

ChaosDerivedDataReader

type: TUniquePtr<FCh...

description: Will contain deserialized data from the serialization function that can be used at PostLoad time.

ChaosTriMeshes

type: TArray<TShared...

description: FBodySetupTriMeshes* TriMeshWrapper;.

CookedFormatData

type: FFormatContaine...

description: Cooked physics data for each format

CookedFormatDataOverride

description: Cooked physics data override.

CurrentCookHelper

type: FAsyncCookHelpe...

DefaultInstance

type: FBodyInstance

description: Default properties of the body instance, copied into objects on instantiation, was URB_BodyInstance

FaceRemap

description: Additional face remap table, if available.

PhysMaterial

type: TObjectPtr< cla...

description: Physical material to use for simple collision on this body.

UVInfo

type: FBodySetupUVInf...

description: Additional UV info, if available. Used for determining UV for a line trace impact.

WalkableSlopeOverride

type: FWalkableSlopeO...

description: Custom walkable slope setting for this body.


code: static const [UChaosEventRelay](API\Runtime\Engine\Physics\Experimental\UChaosEventRelay) * GetEventRelayFromContext ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject )


className: UChaosBlueprintLibrary

code: class UChaosBlueprintLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: void AddComponentToCluster ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & BoneIds )


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Determines whether or not the simulate physics setting can be edited interactively on this component

code: virtual bool CanEditSimulatePhysics()


code: virtual bool ComponentOverlapComponentWithResultImpl ( const class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) *const PrimComp, const FVector & Pos, const FQuat & Rot, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, [TArray](API\Runtime\Core\Containers\TArray)< [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlap ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetActors()


code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > GetAddedBoneIdsForComponent ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component ) const


description: This should only be called on the client when replication happens.

code: void ForceSetChildToParent ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & BoneIds, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & ChildToParent )


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< Chaos::FPhysicsObject * > GetAllPhysicsObjects() const


code: virtual [Chaos::FPhysicsObjectId](API\Runtime\Chaos\Chaos\FPhysicsObjectId) GetIdFromGTParticle ( [Chaos::FGeometryParticle](API\Runtime\Chaos\Chaos\FGeometryParticle) * Particle ) const


description:
Returns BodyInstance of the component.
Returns the BodyInstance based on various states (does component have multiple bodies? Is the body welded to another body?)

code: virtual [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * GetBodyInstance ( [FName](API\Runtime\Core\UObject\FName) BoneName, bool bGetWelded, int32 Index ) const


description: Returns properties that are replicated for the lifetime of the actor channel

code: virtual void GetLifetimeReplicatedProps ( [TArray](API\Runtime\Core\Containers\TArray)< [FLifetimeProperty](API\Runtime\CoreUObject\UObject\FLifetimeProperty) > & OutLifetimeProps ) const


code: virtual Chaos::FPhysicsObject * GetPhysicsObjectById ( [Chaos::FPhysicsObjectId](API\Runtime\Chaos\Chaos\FPhysicsObjectId) Id ) const


code: virtual Chaos::FPhysicsObject * GetPhysicsObjectByName ( const [FName](API\Runtime\Core\UObject\FName) & Name ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > GetPrimitiveComponents()


code: bool IsComponentAdded ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component )


description: Multi-trace/sweep functions that only make sense in the context of a cluster union.

code: bool LineTraceComponent ( [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHit, const FVector Start, const FVector End, ECollisionChannel TraceChannel, const struct [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const struct [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const struct [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


description:
Trace a ray against just this component.
true if a hit is found

code: virtual bool LineTraceComponent ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector Start, const FVector End, ECollisionChannel TraceChannel, const struct [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const struct [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const struct [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


code: int32 NumChildClusterComponents() const


description: Used to shut down and physics engine structure for this component

code: virtual void OnDestroyPhysicsState()


description: Used to create any physics engine information for this component

code: virtual void OnCreatePhysicsState()


description: Native callback when this component is moved

code: virtual void OnUpdateTransform ( EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport )


description: Used to check thatDestroyPhysicsState()is working correctly

code: virtual bool HasValidPhysicsState() const


description:
Test the collision of the supplied shape at the supplied location, and determine if it overlaps this component. Also will return information about the overlap.
true if PrimComp overlaps this component at the specified location/rotation

code: virtual bool OverlapComponentWithResult ( const FVector & Pos, const FQuat & Rot, const FPhysicsGeometry & Geometry, ECollisionChannel TraceChannel, const struct [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const struct [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const struct [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams, [TArray](API\Runtime\Core\Containers\TArray)< [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlap ) const


code: void RemoveComponentFromCluster ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent )


code: void SetIsAnchored ( bool bIsAnchored )


description: Sets whether or not a single body should use physics simulation, or should be 'fixed' (kinematic). Note that if this component is currently attached to something, beginning simulation will detach it.

code: virtual void SetSimulatePhysics ( bool bSimulate )


description: Return true ifCreatePhysicsState()should be called. IdeallyCreatePhysicsState()should always succeed if this returns true, but this isn't currently the case

code: virtual bool ShouldCreatePhysicsState() const


description: Whether or not the primitive component should dispatch sleep/wake events.

code: virtual bool ShouldDispatchWakeEvents ( [FName](API\Runtime\Core\UObject\FName) BoneName ) const


code: bool SweepComponent ( [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHit, const FVector Start, const FVector End, const FQuat & ShapeWorldRotation, const FPhysicsGeometry & Geometry, ECollisionChannel TraceChannel, const struct [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const struct [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const struct [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )