className: TetrahedronAttribute

description: Tetrahedron AttributeTManagedArrayTetrahedron = this->FindAttribute(FTetrahedralCollection::TetrahedronAttribute,FTetrahedralCollection::TetrahedralGroup);

code: static const [FName](API\Runtime\Core\UObject\FName) TetrahedronAttribute;


className: TetrahedronCountAttribute

module: ChaosFlesh

code: static const [FName](API\Runtime\Core\UObject\FName) TetrahedronCountAttribute;


className: TetrahedronStartAttribute

code: static const [FName](API\Runtime\Core\UObject\FName) TetrahedronStartAttribute;


code: FTetrahedralCollection ( [FTetrahedralCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FTetrahedralCollection) & )


code: FTetrahedralCollection ( [FTetrahedralCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FTetrahedralCollection) && )


className: IChaosFleshModuleInterface

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


className: operator<<

code: [Chaos::FChaosArchive](API\Runtime\Chaos\Chaos\FChaosArchive) & operator<< ( [Chaos::FChaosArchive](API\Runtime\Chaos\Chaos\FChaosArchive) & Ar, [FFleshCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FFleshCollection) & Value )


code: [Chaos::FChaosArchive](API\Runtime\Chaos\Chaos\FChaosArchive) & operator<< ( [Chaos::FChaosArchive](API\Runtime\Chaos\Chaos\FChaosArchive) & Ar, [FTetrahedralCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FTetrahedralCollection) & Value )


code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FTetrahedralCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FTetrahedralCollection) > Create()


className: FTetrahedralCollection

description: FTetrahedralCollection(FGeometryCollection)

code: class FTetrahedralCollection : public [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection)

Guid

type: TManagedArray< ...


className: UnitTetrahedron

code: struct UnitTetrahedron


className: ComputeHexMeshFaces

code: void ComputeHexMeshFaces ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & HexElements, [TArray](API\Runtime\Core\Containers\TArray)< FIntVector2 > & CommonFaces )


className: ComputeMeshFaces

code: template<typename Func1, typename Func2, typename Func3> void ComputeMeshFaces ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & mesh, Func1 GreaterThan, Func2 Equal, [TArray](API\Runtime\Core\Containers\TArray)< FIntVector2 > & CommonFaces, Func3 GenerateFace, int32 PointsPerFace )


className: GenerateHexFaceMesh

code: void GenerateHexFaceMesh ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & HexElements, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Faces )


className: RadialHexMesh

code: void RadialHexMesh ( const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) InnerRadius, const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) OuterRadius, const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) Height, const int32 RadialSample, const int32 AngularSample, const int32 VerticalSample, const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) BulgeDistance, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & HexElements, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & HexVertices )


className: RadialTetMesh

code: void RadialTetMesh ( const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) InnerRadius, const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) OuterRadius, const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) Height, const int32 RadialSample, const int32 AngularSample, const int32 VerticalSample, const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) BulgeDistance, [TArray](API\Runtime\Core\Containers\TArray)< FIntVector4 > & TetElements, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & TetVertices )


code: void RegularHexMesh2TetMesh ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & HexVertices, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & HexElements, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & TetVertices, [TArray](API\Runtime\Core\Containers\TArray)< FIntVector4 > & TetElements )


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

module: ChaosFleshEditor

code: virtual uint32 GetCategories()


description: Generates a menu section for the specified objects.

code: virtual void GetActions ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, struct [FToolMenuSection](API\Developer\ToolMenus\FToolMenuSection) & Section )


description: IAssetTypeActionsImplementation.

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


description: Get the supported class of this type.

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


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

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


description: Returns the color associated with this type

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


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

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


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


description: FThumbnailPreviewSceneimplementation.

code: virtual void GetViewMatrixParameters ( const float InFOVDegrees, FVector & OutOrigin, float & OutOrbitPitch, float & OutOrbitYaw, float & OutOrbitZoom ) const


description: Sets the geometry collection to use in the nextCreateView()

code: void SetFleshAsset ( [UFleshAsset](API\Plugins\ChaosFleshEngine\ChaosFlesh\UFleshAsset) * FleshAsset )


description: Constructor

code: FFleshAssetThumbnailScene()


className: FFleshAssetThumbnailScene

code: class FFleshAssetThumbnailScene : public [FThumbnailPreviewScene](API\Editor\UnrealEd\FThumbnailPreviewScene)


className: FleshTuple

code: typedef [TTuple](API\Runtime\Core\Misc\TTuple)< const [UFleshAsset](API\Plugins\ChaosFleshEngine\ChaosFlesh\UFleshAsset) *, const [UFleshComponent](API\Plugins\ChaosFleshEngine\ChaosFlesh\UFleshComponent) *, FTransform > FleshTuple


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

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


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


className: UFleshAssetFactory

description: Factory for FleshAsset

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


description: BeginUThumbnailRendererObject.

code: virtual void Draw ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, int32 X, int32 Y, uint32 Width, uint32 Height, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * RenderTarget, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, bool bAdditionalViewFamily )


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


className: UFleshAssetThumbnailRenderer


description: Commmand invoked from "FChaosDeformableCommands.FindHighAspectRatioTetrahedra", uses the selected FleshComponent and outputs tetrahedra indices to the log.

code: static void FindQualifyingTetrahedra ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Args, [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Import file.

code: static void ImportFile ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Args, [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


className: FChaosFleshCommands

description: The public interface to this module

code: class FChaosFleshCommands


description: Supports reading .tet and .geo (compatible with version 19). Currently disabled.

code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FFleshCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FFleshCollection) > ImportTetFromFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


className: FFleshAssetConversion

description: The public interface to this module

code: class FFleshAssetConversion


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

code: static [IChaosFleshEditorPlugin](API\Plugins\ChaosFleshEditor\ChaosFlesh\IChaosFleshEditorPlugin) & Get()


code: static const [ISlateStyle](API\Runtime\SlateCore\Styling\ISlateStyle) * GetEditorStyle()


description: BeginUObjectimplementation.

code: virtual void BeginDestroy()


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

code: static bool IsAvailable()


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

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: IChaosFleshEditorPlugin

description: The public interface to this module

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


description: Called to retrieve the base events solver for a specific component. If the component is requiring it the solver could be rebuilt.

module: ChaosFleshEngine

code: virtual [Chaos::FPhysicsSolverEvents](API\Runtime\Chaos\Chaos\Framework\FPhysicsSolverEvents) * BuildEventsSolver ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent ) const


description: Called to retrieve the rigid solver for a specific component if it exists. Required until a more generic method of solver binding for components is devised. #BGTODO Remove when multiple solver concept moved into primitive component

code: virtual [Chaos::FPhysicsSolver](API\Runtime\Chaos\Chaos\FPhysicsSolver) * GetComponentSolver ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent ) const


code: [FDeformableSolver](API\Plugins\ChaosFleshEngine\ChaosCache\FFleshCacheAdapter\FDeformableSolver) * GetDeformableSolver ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent ) const


description: Note: All classes returned from this MUST haveUPrimitiveComponentin their hierarchy as that is the base physically-capable component

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


description: Users implementing adapters intended to override all engine functionality should return priorities above UserAdapterPriorityBegin to ensure they will always be selected above engine adapters.

code: virtual uint8 GetPriority() const


description: This must return a stable GUID that uniquely identifies any derived classes. This GUID is embedded into any cache that an adapter writes to so it can be matched up on replay. Changing the GUID returned will permanently invalidate any caches that were recorded with this adapter and they will no longer be able to playback

code: virtual [FGuid](API\Runtime\Core\Misc\FGuid) GetGuid() const


description: Called from the game thread to initialize a component and cache ready to playback a cache

code: virtual bool InitializeForPlayback ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, [UChaosCache](API\Plugins\ChaosCaching\Chaos\UChaosCache) * InCache, float InTime )


description: Called from the game thread to initialize a component and cache ready to record a cache

code: virtual bool InitializeForRecord ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, [UChaosCache](API\Plugins\ChaosCaching\Chaos\UChaosCache) * InCache )


description: Called by a cache observer actor when a cache needs to be applied to a component through this adapter. The time provided is the absolute time from the beginning of the cache playback that the adapter is expected to apply to the supplied component. Note this is called on the physics thread.

code: virtual void Playback_PreSolve ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, [UChaosCache](API\Plugins\ChaosCaching\Chaos\UChaosCache) * InCache, [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) InTime, [FPlaybackTickRecord](API\Plugins\ChaosCaching\Chaos\FPlaybackTickRecord) & TickRecord, [TArray](API\Runtime\Core\Containers\TArray)< [TPBDRigidParticleHandle](API\Runtime\Chaos\Chaos\TPBDRigidParticleHandle)< [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal), 3 > * > & OutUpdatedRigids ) const


className: PositionXName

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


className: PositionYName

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


className: PositionZName

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


description: Called by a cache observer when a component should be recorded to a cache through this adapter. The time provided is the absolute time from the beginning of the cache recording that the adapter is expected to record to. Almost always recording should be done from Record_PostSolve

code: virtual void Record_PostSolve ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComp, const FTransform & InRootTransform, [FPendingFrameWrite](API\Plugins\ChaosCaching\Chaos\FPendingFrameWrite) & OutFrame, [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) InTime ) const


description:
If the adapter can only handle one specific type then only usingSupportType::DirectandSupportType::Nonewill make sure it only receives calls from the cache if exactly that component class is selected
the type of support this adapter can give for the specified class

code: virtual [SupportType](API\Plugins\ChaosCaching\Chaos\Adapters\FComponentCacheAdapter\SupportType) SupportsComponentClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InComponentClass ) const


description: Called from the game thread to set rest state from an evaluated time in the cache.

code: virtual void SetRestState ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, [UChaosCache](API\Plugins\ChaosCaching\Chaos\UChaosCache) * InCache, const FTransform & InRootTransform, [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) InTime ) const


description: Determines whether a cache is able to safely playback on a component. After the GUID for an adapter is validated this check will be called from the game thread to ensure an adapter is able to safely play back for the provided component.

code: virtual bool ValidForPlayback ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, [UChaosCache](API\Plugins\ChaosCaching\Chaos\UChaosCache) * InCache ) const


className: VelocityXName

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


className: VelocityYName

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


className: VelocityZName

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


code: virtual ~FFleshCacheAdapter()


className: FFleshCacheAdapter

description: Skeletal mesh cache adapter to be able to cache cloth simulation datas through the chaos cache system

code: class FFleshCacheAdapter : public [Chaos::FComponentCacheAdapter](API\Plugins\ChaosCaching\Chaos\Adapters\FComponentCacheAdapter)


description: Take damage.

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Physics") void EnableSimulation ( [ADeformableSolverActor](API\Plugins\ChaosFleshEngine\ChaosFlesh\ADeformableSolverActor) * Actor )


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: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


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


className: ADeformableCollisionsActor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ADeformableCollisionsActor : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [IDeformableInterface](API\Runtime\Engine\IDeformableInterface)

AddedBodies

type: TArray<TObject...

DeformableCollisionsComponent

type: TObjectPtr<UDe...

PreEditChangePrimarySolver

type: ADeformableSolv...

PrimarySolver

type: TObjectPtr<ADe...


code: const [UDeformableSolverComponent](API\Plugins\ChaosFleshEngine\ChaosFlesh\UDeformableSolverComponent) * GetDeformableSolverComponent() const


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


className: ADeformableSolverActor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ADeformableSolverActor : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [IDeformableInterface](API\Runtime\Engine\IDeformableInterface)

SpriteComponent

type: TObjectPtr<UBi...

description: Display icon in the editor


code: [UFleshComponent](API\Plugins\ChaosFleshEngine\ChaosFlesh\UFleshComponent) * GetFleshComponent() const


description:
Used by the "Sync to Content Browser" right-click menu option in the editor.
Whether the object references content (all overrides of this function should return true)

code: virtual bool GetReferencedContentObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Objects ) const


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


className: AFleshActor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class AFleshActor : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [IDeformableInterface](API\Runtime\Engine\IDeformableInterface)

FleshComponent

type: TObjectPtr<UFl...


className: ChaosDeformableBindingOption

description: Options for binding positions query.

code: enum ChaosDeformableBindingOption { WorldPos, WorldDelta, ComponentPos, ComponentDelta, BonePos, BoneDelta, }


className: EDeformableExecutionModel

code: enum EDeformableExecutionModel { Chaos_Deformable_PrePhysics, Chaos_Deformable_DuringPhysics, Chaos_Deformable_PostPhysics, Chaos_Max, }


className: FBodyForcesGroup

bApplyGravity

type: bool

DampingMultiplier

type: float


code: bool IsDebugDrawingEnabled()


className: FChaosEngineDeformableCVarParams

code: struct FChaosEngineDeformableCVarParams


className: BufferId

description: Data tables.

code: typedef [TTuple](API\Runtime\Core\Misc\TTuple)< void *, [FName](API\Runtime\Core\UObject\FName), int32 > BufferId


code: const UE::ChaosDeformable::FHalfArrayBufferWithSRV & GetMaskBuffer&40;&41; const


code: const UE::ChaosDeformable::FHalfArrayBufferWithSRV & GetOffsetsBuffer&40;&41; const


code: const UE::ChaosDeformable::FIndexArrayBufferWithSRV & GetParentsBuffer&40;&41; const


code: const UE::ChaosDeformable::FFloatArrayBufferWithSRV & GetRestVerticesBuffer&40;&41; const


code: const UE::ChaosDeformable::FFloatArrayBufferWithSRV & GetVerticesBuffer&40;&41; const


code: const UE::ChaosDeformable::FIndexArrayBufferWithSRV & GetVertsToParentsBuffer&40;&41; const


code: const UE::ChaosDeformable::FHalfArrayBufferWithSRV & GetWeightsBuffer&40;&41; const


description: Initialize GPU buffers.

code: bool InitData &40; const TManagedArrayAccessor< FIntVector4 > &42; ParentsArray, const TManagedArrayAccessor< FVector4f > &42; WeightsArray, const TManagedArrayAccessor< FVector3f > &42; OffsetArray, const TManagedArrayAccessor< float > &42; MaskArray, const TManagedArray< FVector3f > &42; RestVerticesArray, const TManagedArray< FVector3f > &42; VerticesArray &41;


code: void SetOwnerName &40; const FName & OwnerName &41;


className: FBindingsBuffer

code: class FBindingsBuffer


description: Look up bindings data buffers associated withID_,MeshName_, and `LodIndex_.

code: const [FBindingsBuffer](API\Plugins\ChaosFleshEngine\ChaosFlesh\FChaosFleshDeformableGPUManager\FBindingsBuffer) * GetBindingsBuffer ( const void * ID, const [FName](API\Runtime\Core\UObject\FName) MeshName, const int32 LodIndex ) const


code: [FBindingsBuffer](API\Plugins\ChaosFleshEngine\ChaosFlesh\FChaosFleshDeformableGPUManager\FBindingsBuffer) * GetBindingsBuffer ( const void * ID, const [FName](API\Runtime\Core\UObject\FName) MeshName, const int32 LodIndex )


description: Returns true if we have a matching bindings buffer.

code: bool HasGPUBindingsBuffer ( const void * ID, const [FName](API\Runtime\Core\UObject\FName) MeshName, const int32 LodIndex ) const


description: Returns `true_ if there's at least 1 registered consumer.


className: IdToBuffers

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [BufferId](API\Runtime\Core\Misc\TTuple), [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBindingsBuffer](API\Plugins\ChaosFleshEngine\ChaosFlesh\FChaosFleshDeformableGPUManager\FBindingsBuffer) > > IdToBuffers


description: Initialize the binding data for a render mesh. Will register `ID_ as consumer. Returns success.

code: bool InitGPUBindingsBuffer ( const void * ID, const [FName](API\Runtime\Core\UObject\FName) MeshName, const int32 LodIndex, const bool ForceInit )


description: Register a consumer of a buffer this class will manage.

code: void RegisterGPUBufferConsumer ( const void * ID ) const


description: Update local sparse vertices buffer from dense vertices, and uploads to GPU. Returnstrue_ ifDenseVertex_ differs from prior values.

code: bool UpdateVertices &40; const TArray< FVector3f > & DenseVertex &41;


code: void SetOwner ( [UDeformableTetrahedralComponent](API\Plugins\ChaosFleshEngine\ChaosFlesh\UDeformableTetrahedralComponent) * InComponent )


description: Remove a registered consumer.

code: void UnRegisterGPUBufferConsumer ( const void * ID ) const


description: If a consumer has been registered, updates time varying data from the component's dynamic collection. Returns success.

code: bool UpdateGPUBuffers()


code: FChaosFleshDeformableGPUManager()


code: FChaosFleshDeformableGPUManager ( [UDeformableTetrahedralComponent](API\Plugins\ChaosFleshEngine\ChaosFlesh\UDeformableTetrahedralComponent) * InComponent )


className: FChaosFleshDeformableGPUManager

code: class FChaosFleshDeformableGPUManager


description: Function used to describe this tick for active tick reporting.

code: virtual [FName](API\Runtime\Core\UObject\FName) DiagnosticContext ( bool bDetailed )


className: FConnectedObjectsGroup


description: Abstract function to describe this tick. Used to print messages about illegal cycles in the dependency graph.


description: Abstract function to execute the tick.

code: virtual void ExecuteTick ( float DeltaTime, enum ELevelTick TickType, [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) CurrentThread, const FGraphEventRef & MyCompletionGraphEvent )


className: FDeformableEndTickFunction

description: Tick function that does post physics work on deformable components. This executes in EndPhysics (after physics is done)

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FDeformableEndTickFunction : public [FTickFunction](API\Runtime\Engine\Engine\FTickFunction)

DeformableSolverComponent

type: UDeformableSolv...


className: FPostEditFunctionCallback

code: typedef [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void()> FPostEditFunctionCallback


code: FFleshAssetEdit ( [UFleshAsset](API\Plugins\ChaosFleshEngine\ChaosFlesh\UFleshAsset) * InAsset, [FPostEditFunctionCallback](API\Plugins\ChaosFleshEngine\ChaosFlesh\FFleshAssetEdit\FPostEditFunctionCallback) InCallable )


className: FFleshAssetEdit

description: FFleshAssetEditStructured RestCollection access where the scope of the object controls serialization back into the dynamic collection

code: class FFleshAssetEdit

UFleshAsset

type: friend


className: FFleshSimulationSpaceGroup

SimSpace

type: TEnumAsByte< Ch...

description: Space the simulation will run in.

SimSpaceBoneName

type: FName

description: Bone from the associated skeletal mesh (indicated by RestCollection.TargetSkeletalMesh) to use as the space the sim runs in.

SimSpaceSkeletalMesh

type: TObjectPtr<USk...

description: The skeletal mesh to use pull the `SimSpaceBoneName_ from.


code: uint32 GetBufferSize() const


description: The resource's friendly name. Typically aUObjectname.

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


code: int32 GetNumValues() const


code: void Init ( const [TArray](API\Runtime\Core\Containers\TArray)< float > & InArray )


code: void Init ( [TArray](API\Runtime\Core\Containers\TArray)< float > && InArray )


code: void Init ( const float * InArray, const int32 Num )


description: FRenderResourceoverrides

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


code: void SetBufferName ( const [FString](API\Runtime\Core\Containers\FString) & InBufferName )


description: Retain local memory buffer for reuse, rather than reallocating.

code: void RetainLocalMemory()


className: FGameplayColllisions

RigBoundRayCasts

type: FRigBoundRayCas...


code: void Init ( const [TArray](API\Runtime\Core\Containers\TArray)< [FFloat16](API\Runtime\Core\Math\FFloat16) > & InArray )


code: void Init ( const [FFloat16](API\Runtime\Core\Math\FFloat16) * InArray, const int32 Num )


className: FFloatArrayBufferWithSRV

description: Floating point GPU buffer.

code: class FFloatArrayBufferWithSRV : public [FVertexBufferWithSRV](API\Runtime\RenderCore\FVertexBufferWithSRV)


code: void Init ( const FVector3f * InArray, const int32 Num )


code: void Init ( const FVector4f * InArray, const int32 Num )


code: void Force32BitPacking()


className: FHalfArrayBufferWithSRV

description: Floating point GPU buffer converting float to Half/FFloat16.

code: class FHalfArrayBufferWithSRV : public [FVertexBufferWithSRV](API\Runtime\RenderCore\FVertexBufferWithSRV)


code: int32 GetDataStride() const


code: uint32 GetBufferSize() const


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


code: int32 GetNumValues() const


code: void Init ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InArray )


code: void Init ( const [TArray](API\Runtime\Core\Containers\TArray)< FIntVector4 > & InArray )


description: Convert float to uint8 with clamping, and optionaly shifting via `MultOffset_.

code: void Init ( const uint32 * InArray, const int32 Num )


code: void Init ( const int32 * InArray, const int32 Num )


code: void Init ( const FIntVector2 * InArray, const int32 Num )


code: void Init ( const FIntVector3 * InArray, const int32 Num )


code: void Init ( const FIntVector4 * InArray, const int32 Num )


description: FRenderResourceoverrides

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


code: void SetBufferName ( const [FString](API\Runtime\Core\Containers\FString) & InBufferName )


className: FIndexArrayBufferWithSRV

description: Integral GPU buffer compacting int32 to the smallest possible of uint8, uint16, or uint32.

code: class FIndexArrayBufferWithSRV : public [FVertexBufferWithSRV](API\Runtime\RenderCore\FVertexBufferWithSRV)


code: void DoTask ( [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) CurrentThread, const FGraphEventRef & MyCompletionGraphEvent )


code: FParallelDeformableTask ( [UDeformableSolverComponent](API\Plugins\ChaosFleshEngine\ChaosFlesh\UDeformableSolverComponent) * InDeformableSolverComponent, float InDeltaTime )


className: FParallelDeformableTask

code: class FParallelDeformableTask


className: FRigBoundRayCasts

CollisionChannel

type: TEnumAsByte< EC...

EnvironmentCollisionsSkipList

type: TArray<TWeakOb...

description: Objects to skip if hit during `DetectEnvironmentCollisions()_.


className: FSolverConstraintsGroup

CorotatedConstraints

type: FSolverCorotate...

GaussSeidelConstraints

type: FSolverGaussSei...

description: These are options for another solver.


className: FSolverCollisionsGroup


className: FSolverDebuggingGroup


className: FSolverCorotatedConstraintsGroup


className: FSolverEvolutionGroup

SolverQuasistatics

type: FSolverQuasista...


className: FSolverGaussSeidelConstraintsGroup

bUseGaussSeidelConstraints

description: Enable the Gauss Seidel solver instead of the existing XPBD.

bUseGSNeohookean

description: Enable another model that runs simulation faster.

bUseSOR

description: Enable acceleration technique for Gauss Seidel solver to make simulation look better within a limited budget.

OmegaSOR

description: Acceleration related parameter. Tune it down if simulation becomes unstable.


className: FSolverForcesGroup


className: FSolverGridBasedCollisionsGroup


className: FSolverQuasistaticsGroup


className: FSolverTimingGroup

ExecutionModel

type: EDeformableExec...

description: ObjectType defines how to initialize the rigid objects state, Kinematic, Sleeping, Dynamic.


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

code: static [IChaosFleshEnginePlugin](API\Plugins\ChaosFleshEngine\ChaosFlesh\IChaosFleshEnginePlugin) & Get()


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

code: static bool IsAvailable()


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


className: IChaosFleshEnginePlugin

description: The public interface to this module

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Physics") void AddStaticMeshComponent ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent )


className: WithCopy

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


className: FCollisionThreadingProxy


description: Simulation Interface


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


code: ~UDeformableCollisionsComponent()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Physics") void RemoveStaticMeshComponent ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent )


className: UDeformableCollisionsComponent

description: UDeformableCollisionsComponent

AddedBodies

type: TArray<UStatic...

CollisionBodies

type: TArray<TObject...

CollisionBodiesPrevXf

type: TMap<TObjectPt...


description: MaxNumTests_ is the upper limit on the number of scene line tests.bTestDownOnly_ culls line tests that are not in the "down" direction.TestRange_ indicates how close to "down" tests need to be; 1 means only vectors pointing straight down are tested, 0.5 would include any vector about 45 degrees from straight down, 0.0 means any vector pointing down at all, and negative values up to -1 would include vectors pointing up.CollisionChannel_ denotes which scene objects to collide against.

code: void DetectEnvironmentCollisions ( const int32 MaxNumTests, const bool bTestDownOnly, const float TestRange, const ECollisionChannel CollisionChannel )


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


code: virtual void PreSolverUpdate()


className: UDeformableGameplayComponent

description: UDeformableGameplayComponent

GameplayColllisions

type: FGameplayCollli...


code: ~UDeformableGameplayComponent()


code: virtual void AddProxy ( [Chaos::Softs::FDeformableSolver::FGameThreadAccess](API\Runtime\Chaos\Chaos\Deformable\FDeformableSolver\FGameThreadAccess) & GameThreadSolver )


description: Take damage.

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Physics") void EnableSimulationFromActor ( [ADeformableSolverActor](API\Plugins\ChaosFleshEngine\ChaosFlesh\ADeformableSolverActor) * DeformableSolverActor )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Physics") void EnableSimulation ( [UDeformableSolverComponent](API\Plugins\ChaosFleshEngine\ChaosFlesh\UDeformableSolverComponent) * DeformableSolverComponent )


description: PrimarySolver


description: PrimarySolver

code: const [UDeformableSolverComponent](API\Plugins\ChaosFleshEngine\ChaosFlesh\UDeformableSolverComponent) * GetDeformableSolver() const


code: const [FThreadingProxy](API\Plugins\ChaosFleshEngine\ChaosFlesh\UDeformablePhysicsComponent\FThreadingProxy) * GetPhysicsProxy() const


description: Used to check thatDestroyPhysicsState()is working correctly

code: virtual bool HasValidPhysicsState() const


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

code: virtual void OnCreatePhysicsState()


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

code: virtual void OnDestroyPhysicsState()


code: virtual void RemoveProxy ( [Chaos::Softs::FDeformableSolver::FGameThreadAccess](API\Runtime\Chaos\Chaos\Deformable\FDeformableSolver\FGameThreadAccess) & GameThreadSolver )


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


code: virtual void UpdateFromSimulation ( const [FDataMapValue](API\Plugins\ChaosFleshEngine\ChaosFlesh\UDeformablePhysicsComponent\FDataMapValue) * SimulationBuffer )


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


code: ~UDeformablePhysicsComponent()


className: UDeformablePhysicsComponent

description: UDeformablePhysicsComponent

PhysicsProxy

type: FThreadingProxy...

PrimarySolverComponent

type: TObjectPtr<UDe...


code: void AddDeformableProxy ( [UDeformablePhysicsComponent](API\Plugins\ChaosFleshEngine\ChaosFlesh\UDeformablePhysicsComponent) * InComponent )


description: Component Thread Management

code: virtual void BeginPlay()


description: Take damage.


description: Ends gameplay for this component. Called fromAActor::EndPlayonly if bHasBegunPlay is true

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


description: Solver API


code: bool IsSimulatable() const


code: bool IsSimulating ( [UDeformablePhysicsComponent](API\Plugins\ChaosFleshEngine\ChaosFlesh\UDeformablePhysicsComponent) * ) const


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


code: void Simulate ( float DeltaTime )


description: Bool ShouldWaitForDeformableInTickFunction() const;

code: void UpdateDeformableEndTickState ( bool bRegister )


code: void UpdateFromGameThread ( float DeltaTime )


code: void UpdateFromSimulation ( float DeltaTime )


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


code: ~UDeformableSolverComponent()


className: UDeformableSolverComponent

description: UDeformableSolverComponent

ConnectedObjects

type: FConnectedObjec...

description: Properties : Do NOT place ungrouped properties in this class

DeformableEndTickFunction

type: FDeformableEndT...

ParallelDeformableTask

type: FGraphEventRef

description: Ref for the deformable solvers parallel task, so we can detect whether or not a sim is running

Solver

type: TUniquePtr<FDe...

description: Simulation Variables.

SolverCollisions

type: FSolverCollisio...

SolverConstraints

type: FSolverConstrai...

SolverDebugging

type: FSolverDebuggin...

SolverEvolution

type: FSolverEvolutio...

SolverForces

type: FSolverForcesGr...

SolverTiming

type: FSolverTimingGr...


description: USceneComponentInterface


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


code: const [UFleshDynamicAsset](API\Plugins\ChaosFleshEngine\ChaosFlesh\UFleshDynamicAsset) * GetDynamicCollection() const


description: UPrimitiveComponentInterface GPU Interface


code: const [UFleshAsset](API\Plugins\ChaosFleshEngine\ChaosFlesh\UFleshAsset) * GetRestCollection() const


code: const [USimulationAsset](API\Plugins\ChaosFleshEngine\ChaosFlesh\USimulationAsset) * GetSimulationCollection() const


description: Deprecated* UseGetSkeletalMeshEmbeddedPositions()instead.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Physics", Meta=(DeprecatedFunction, DeprecationMessage="Use GetSkeletalMeshEmbeddedPositions() instead.")) [TArray](API\Runtime\Core\Containers\TArray)< FVector > GetSkeletalMeshBindingPositions ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh ) const


description: Get the current positions of the transformation hierarchy fromTargetDeformationSkeleton_, deformed by the tetrahedral mesh. Results can be in world space postions/deltas, component space positions/deltas, or bone space positions/deltas. If a bone space is desiredTargetBone_ must indicate which bone to use. TargetDeformationSkeletonOffset is an offset transform that moves the `TargetDeformationSkeleton_ to be co-located with the flesh mesh.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Physics") [TArray](API\Runtime\Core\Containers\TArray)< FVector > GetSkeletalMeshEmbeddedPositions ( const [ChaosDeformableBindingOption](API\Plugins\ChaosFleshEngine\ChaosFlesh\ChaosDeformableBindingOption) Format, const FTransform TargetDeformationSkeletonOffset, const [FName](API\Runtime\Core\UObject\FName) TargetBone, const float SimulationBlendWeight ) const


description: Simulation Interface


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


description: DynamicCollection

code: void ResetDynamicCollection()


description: SimulationCollection

code: void ResetSimulationCollection()


description: RestCollection

code: void SetRestCollection ( const [UFleshAsset](API\Plugins\ChaosFleshEngine\ChaosFlesh\UFleshAsset) * InRestCollection )


code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


code: virtual void UpdateFromSimulation ( const [FDataMapValue](API\Plugins\ChaosFleshEngine\ChaosFlesh\UDeformablePhysicsComponent\FDataMapValue) * SimualtionBuffer )


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


code: void UpdateLocalBounds()


code: ~UDeformableTetrahedralComponent()


className: UDeformableTetrahedralComponent

description: UDeformableTetrahedralComponent

BodyForces

type: FBodyForcesGrou...

HideTetrahedra

type: TArray< int32 >

MassMultiplier

type: float

Mesh

type: TObjectPtr<UPr...

SimulationSpace

type: FFleshSimulatio...


code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FVector3f > * FindPositions() const


code: const [FFleshCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FFleshCollection) * GetCollection() const


code: [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FVector3f > & GetPositions()


description: Serialize

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


description: Editing the collection should only be through the edit object.

code: void SetCollection ( [FFleshCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FFleshCollection) * InCollection )


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


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


className: UFleshComponent

description: FleshComponent


code: const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) * GetCollection() const


code: [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< int32 > & GetObjectState()


code: void Reset ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) * InCopyFrom )


code: void ResetAttributesFrom ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) * InCopyFrom )


className: UFleshAsset

description: UObjectwrapper for the FFleshAsset

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(CustomConstructor) class UFleshAsset : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bRenderInEditor

type: bool

DataflowAsset

type: TObjectPtr<UDa...

description: Dataflow

DataflowTerminal

type: FString

FleshCollection

type: TSharedPtr<FFl...

description: FleshCollection

Overrides

type: TArray<FString...

SkeletalMesh

type: TObjectPtr<USk...

description: SkeletalMesh

StaticMesh

type: TObjectPtr<USt...

description: SkeletalMesh

TargetDeformationSkeleton

description: Skeleton to use with the flesh deformer or `GetSkeletalMeshEmbeddedPositions()_ on the flesh component.

ThumbnailInfo

type: TObjectPtr< cla...

description: Information for thumbnail rendering


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


className: UFleshDynamicAsset

description: FVectorArray Vertex = GetAttribute("Vertex", VerticesGroup)

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(CustomConstructor) class UFleshDynamicAsset : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


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


className: USimulationAsset

description: UObjectwrapper for the dynamic attributes that are inputs to the tetrahedral simulation.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(CustomConstructor) class USimulationAsset : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Collect parameter data required to dispatch work.

code: virtual void GatherDispatchData ( [FDispatchData](API\Plugins\ComputeFramework\ComputeFramework\FComputeDataProviderRenderProxy\FDispatchData) const & InDispatchData )


description: Todo: Fix up derived classes to implement newAllocateResources().

code: virtual void AllocateResources ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


description: Gathers permutation bits for each invocation. This is called before any calls toAllocateResources()because we validate all requested shaders before doing any further work.

code: virtual void GatherPermutations ( [FPermutationData](API\Plugins\ComputeFramework\ComputeFramework\FComputeDataProviderRenderProxy\FPermutationData) & InOutPermutationData ) const


description: Validates that we are OK to dispatch work. Default implementation returns false.

code: virtual bool IsValid ( [FValidationData](API\Plugins\ComputeFramework\ComputeFramework\FComputeDataProviderRenderProxy\FValidationData) const & InValidationData ) const


code: FDIFleshDeformerProviderProxy ( [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * SkinnedMeshComponentIn, [UDeformableTetrahedralComponent](API\Plugins\ChaosFleshEngine\ChaosFlesh\UDeformableTetrahedralComponent) * FleshComponentIn, const [FFleshDeformerParameters](API\Plugins\ChaosFleshEngine\DataInterfaces\FFleshDeformerParameters) & FleshDeformerParametersIn )


className: FDIFleshDeformerProviderProxy

code: class FDIFleshDeformerProviderProxy : public [FComputeDataProviderRenderProxy](API\Plugins\ComputeFramework\ComputeFramework\FComputeDataProviderRenderProxy)


className: FFleshDeformerParameters


description: Instantiate an associatedUComputeDataProvider.

code: virtual [UComputeDataProvider](API\Plugins\ComputeFramework\ComputeFramework\UComputeDataProvider) * CreateDataProvider ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > InBinding, uint64 InInputMask, uint64 InOutputMask ) const


description: Get a name for referencing the data interface its shader parameter structures. The InUniqueIndex is optional for use in generating the name.

code: virtual TCHAR const * GetClassName() const


description: Returns the name to show on the node that will proxy this interface in the graph view.

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


description: Gather the shader code for this data provider.

code: virtual void GetHLSL ( [FString](API\Runtime\Core\Containers\FString) & OutHLSL, [FString](API\Runtime\Core\Containers\FString) const & InDataInterfaceName ) const


description: Gather permutations from the data interface. Any connected kernel will include these in its total compiled permutations.

code: virtual void GetPermutations ( [FComputeKernelPermutationVector](API\Plugins\ComputeFramework\ComputeFramework\FComputeKernelPermutationVector) & OutPermutationVector ) const


description: Returns the list of pins that will map to the shader functions provided by this data interface.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FOptimusCDIPinDefinition](API\Plugins\OptimusCore\FOptimusCDIPinDefinition) > GetPinDefinitions() const


description: Returns the component type that this data interface operates on.

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > GetRequiredComponentClass() const


description: Get a hash that changes on any data interface changes that affect kernel compilation.

code: virtual void GetShaderHash ( [FString](API\Runtime\Core\Containers\FString) & InOutKey ) const


description: Get the data interface functions available to fulfill external inputs of a kernel.

code: virtual void GetSupportedInputs ( [TArray](API\Runtime\Core\Containers\TArray)< [FShaderFunctionDefinition](API\Plugins\ComputeFramework\ComputeFramework\FShaderFunctionDefinition) > & OutFunctions ) const


description: Gather the shader metadata exposed by the data provider payload.

code: virtual void GetShaderParameters ( TCHAR const * UID, [FShaderParametersMetadataBuilder](API\Runtime\RenderCore\FShaderParametersMetadataBuilder) & InOutBuilder, [FShaderParametersMetadataAllocations](API\Plugins\ComputeFramework\ComputeFramework\FShaderParameter-) & InOutAllocations ) const


code: virtual ~UDIFleshDeformer()


className: UDIFleshDeformer

description: Compute Framework Data Interface for reading skeletal mesh and tetrahedral mesh bindings.

FleshDeformerParameters

type: FFleshDeformerP...


description: Get an associated render thread proxy object. Currently these are created and destroyed per frame by theFComputeGraphInstance.


description: Return false if the provider has not been fully initialized.

code: virtual bool IsValid() const


className: UDIFleshDeformerDataProvider

description: Compute Framework Data Provider for reading skeletal mesh.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, EditInlineNew, Category=ComputeFramework) class UDIFleshDeformerDataProvider : public [UComputeDataProvider](API\Plugins\ComputeFramework\ComputeFramework\UComputeDataProvider)

FleshMesh

type: TObjectPtr<UDe...


className: ESkeletalBindingMode

module: ChaosFleshNodes

code: enum ESkeletalBindingMode { Dataflow_SkeletalBinding_Kinematic, Dataflow_SkeletalBinding_PositionTarget, Chaos_Max, }


className: ESkeletalSeletionMode

code: enum ESkeletalSeletionMode { Dataflow_SkeletalSelection_Single, Dataflow_SkeletalSelection_Branch, Chaos_Max, }


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


description: Evaluation

code: virtual void Evaluate ( [Dataflow::FContext](API\Runtime\DataflowCore\Dataflow\FContext) & Context, const [FDataflowOutput](API\Runtime\DataflowCore\Dataflow\FDataflowOutput) * ) const


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


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


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


code: virtual bool IsA ( [FName](API\Runtime\Core\UObject\FName) InType ) const


code: virtual [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) * NewStructOnScope()


description: Struct Support

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


code: virtual const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * TypedScriptStruct() const


code: FAddKinematicParticlesDataflowNode()


code: FAddKinematicParticlesDataflowNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FAddKinematicParticlesDataflowNode

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowFlesh)) struct FAddKinematicParticlesDataflowNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)

Collection

type: FManagedArrayCo...

SkeletalSelectionMode

type: ESkeletalSeleti...

Transform

type: FTransform


code: FAppendTetrahedralCollectionDataflowNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


code: FAppendToCollectionTransformAttributeDataflowNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


code: FAuthorSceneCollisionCandidates()


code: FAuthorSceneCollisionCandidates ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FAuthorSceneCollisionCandidates

description: Marks mesh vertices as candidates for scene collision raycasts. Each vertex has an associated bone index to use as the origin of the raycast. The runtime distance between the vertex and the bone designates the range of the scene query depth.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowFlesh)) struct FAuthorSceneCollisionCandidates : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)

bSurfaceVerticesOnly

description: Restricts vertices to only ones on the surface. All vertices otherwise.

OriginBoneIndex

description: Bone index to use as the world raycast origin. -1 denotes the component transform.

VertexIndices

type: TArray< int32 >

description: Indices to use with environment collisions.


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


code: FBindForRenderToSkeletalMeshDataflowNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


SkeletalMesh

type: TObjectPtr< con...


description: Evaluation

code: virtual void Evaluate ( [Dataflow::FContext](API\Runtime\DataflowCore\Dataflow\FContext) & Context, const [FDataflowOutput](API\Runtime\DataflowCore\Dataflow\FDataflowOutput) * ) const


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


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


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


code: virtual bool IsA ( [FName](API\Runtime\Core\UObject\FName) InType ) const


description: Struct Support

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


code: virtual [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) * NewStructOnScope()


code: virtual const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * TypedScriptStruct() const


code: FBindVerticesToSkeleton()


code: FBindVerticesToSkeleton ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FBindVerticesToSkeleton

description: Connects vertices to a rig so that the vertices can be animated

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowFlesh)) struct FBindVerticesToSkeleton : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)


code: FCalculateTetMetrics ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FCalculateTetMetrics

description: Generate quality metrics.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowFlesh)) struct FCalculateTetMetrics : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)

Collection

description: Passthrough geometry collection. Bindings are stored as standalone groups in the `Collection_, keyed by the name of the input render mesh and all available LOD's.


code: [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > ComputeFiberField ( const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FIntVector4 > & Elements, const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FVector3f > & Vertex, const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [TArray](API\Runtime\Core\Containers\TArray)< int32 >> & IncidentElements, const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [TArray](API\Runtime\Core\Containers\TArray)< int32 >> & IncidentElementsLocalIndex, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Origin, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Insertion ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > GetNonZeroIndices ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Map ) const


code: FComputeFiberFieldNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FComputeFiberFieldNode

description: Computes a muscle fiber direction per tetrahedron from a GeometryCollection containing tetrahedra, vertices, and origin & insertion vertex fields. Fiber directions should smoothly follow the geometry oriented from the origin vertices pointing to the insertion vertices.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowFlesh)) struct FComputeFiberFieldNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)

Tolerance

type: float


description: Evaluation

code: virtual void Evaluate ( [Dataflow::FContext](API\Runtime\DataflowCore\Dataflow\FContext) & Context, const [FDataflowOutput](API\Runtime\DataflowCore\Dataflow\FDataflowOutput) * ) const


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


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


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


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


code: virtual bool IsA ( [FName](API\Runtime\Core\UObject\FName) InType ) const


code: virtual [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) * NewStructOnScope()


description: Struct Support

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


code: virtual const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * TypedScriptStruct() const


code: FComputeIslandsNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FComputeIslandsNode

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowFlesh)) struct FComputeIslandsNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)


code: FConstructTetGridNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FConstructTetGridNode

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowFlesh)) struct FConstructTetGridNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)

GridCellCount

type: FIntVector

GridDomain

type: FVector


code: FFleshAssetTerminalDataflowNode()


code: FFleshAssetTerminalDataflowNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: Error Checking

code: virtual void SetAssetValue ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > Asset, [Dataflow::FContext](API\Runtime\DataflowCore\Dataflow\FContext) & Context ) const


className: FFleshAssetTerminalDataflowNode

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowFlesh, DataflowTerminal)) struct FFleshAssetTerminalDataflowNode : public [FDataflowTerminalNode](API\Runtime\DataflowCore\Dataflow\FDataflowTerminalNode)


description: Evaluation

code: virtual void Evaluate ( [Dataflow::FContext](API\Runtime\DataflowCore\Dataflow\FContext) & Context, const [FDataflowOutput](API\Runtime\DataflowCore\Dataflow\FDataflowOutput) * ) const


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


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


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


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


code: virtual bool IsA ( [FName](API\Runtime\Core\UObject\FName) InType ) const


code: virtual [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) * NewStructOnScope()


description: Struct Support

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


code: virtual const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * TypedScriptStruct() const


code: FGenerateFiberDirectionsDataflowNode()


code: FGenerateFiberDirectionsDataflowNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FGenerateFiberDirectionsDataflowNode

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowFlesh)) struct FGenerateFiberDirectionsDataflowNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)


code: FGenerateOriginInsertionNode()


code: FGenerateOriginInsertionNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FGenerateOriginInsertionNode

description: Given two sets of vertex indices, generate two sets of vertex indices for origins and insertions that are within X distance away.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowFlesh)) struct FGenerateOriginInsertionNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)


code: FGenerateSkeletalBindings()


code: FGenerateSkeletalBindings ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FGenerateSkeletalBindings

description: Generate barycentric bindings (used by the FleshDeformer deformer graph) of a render surface to a tetrahedral mesh.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowFlesh)) struct FGenerateSkeletalBindings : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)

SkeletalMeshIn

description: The input mesh, whose render surface is used to generate bindings.


description: Evaluation

code: virtual void Evaluate ( [Dataflow::FContext](API\Runtime\DataflowCore\Dataflow\FContext) & Context, const [FDataflowOutput](API\Runtime\DataflowCore\Dataflow\FDataflowOutput) * ) const


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


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


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


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


code: virtual [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) * NewStructOnScope()


description: Struct Support

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


code: virtual bool IsA ( [FName](API\Runtime\Core\UObject\FName) InType ) const


code: virtual const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * TypedScriptStruct() const


code: FGenerateSurfaceBindings()


code: FGenerateSurfaceBindings ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FGenerateSurfaceBindings

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowFlesh)) struct FGenerateSurfaceBindings : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)

bDoOrphanReparenting

type: bool

description: When nodes aren't contained in tetrahedra and surface projection fails, try to find suitable bindings by looking to neighboring parents.

bDoSurfaceProjection

description: Enable binding to the exterior hull of the tetrahedron mesh.

SurfaceProjectionIterations

description: The maximum number of iterations to try expanding the domain while looking for surface triangles to bind to.


code: void EvaluateIsoStuffing ( [Dataflow::FContext](API\Runtime\DataflowCore\Dataflow\FContext) & Context, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FFleshCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FFleshCollection) > & InCollection, const [UE::Geometry::FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) & DynamicMesh ) const


code: void EvaluateTetWild ( [Dataflow::FContext](API\Runtime\DataflowCore\Dataflow\FContext) & Context, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FFleshCollection](API\Plugins\ChaosFlesh\ChaosFlesh\FFleshCollection) > & InCollection, const [UE::Geometry::FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) & DynamicMesh ) const


code: FGenerateTetrahedralCollectionDataflowNodes ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


bCoarsen

description: Coarsen the tet mesh result.

bExtractManifoldBoundarySurface

description: Enforce that the output boundary surface should be manifold.

bInvertOutputTets

description: Invert tetrahedra.

bSkipSimplification

description: Skip the initial simplification step.

EpsRel

type: double

description: Relative tolerance, controlling how closely the mesh must follow the input surface.

IdealEdgeLength

description: Energy at which to stop optimizing tet quality and accept the result.

MaxIterations

description: Maximum number of optimization iterations.

Method

type: TEnumAsByte<Te...

NumCells

description: IsoStuffing

StaticMesh

description: Common


code: FGetFleshAssetDataflowNode()


code: FGetFleshAssetDataflowNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FGetFleshAssetDataflowNode

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowFlesh)) struct FGetFleshAssetDataflowNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)


description: Evaluation

code: virtual void Evaluate ( [Dataflow::FContext](API\Runtime\DataflowCore\Dataflow\FContext) & Context, const [FDataflowOutput](API\Runtime\DataflowCore\Dataflow\FDataflowOutput) * ) const


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


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


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


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


code: virtual [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) * NewStructOnScope()


description: Struct Support

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


code: virtual const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * TypedScriptStruct() const


code: FGetSurfaceIndicesNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FGetSurfaceIndicesNode

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowFlesh)) struct FGetSurfaceIndicesNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)

GeometryGroupGuidsIn

type: TArray<FString...


code: virtual bool IsA ( [FName](API\Runtime\Core\UObject\FName) InType ) const


code: FIsolateComponentNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FIsolateComponentNode

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowFlesh)) struct FIsolateComponentNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)

TargetComponentIndex

type: FString


code: FKinematicBodySetupInitializationDataflowNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


SkeletalMeshIn

type: TObjectPtr<USk...


code: FKinematicInitializationDataflowNode()


code: FKinematicInitializationDataflowNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FKinematicInitializationDataflowNode

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowFlesh)) struct FKinematicInitializationDataflowNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)


description: Evaluation

code: virtual void Evaluate ( [Dataflow::FContext](API\Runtime\DataflowCore\Dataflow\FContext) & Context, const [FDataflowOutput](API\Runtime\DataflowCore\Dataflow\FDataflowOutput) * ) const


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


code: FKinematicOriginInsertionInitializationDataflowNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


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


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


code: virtual [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) * NewStructOnScope()


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


description: Struct Support

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


code: virtual const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * TypedScriptStruct() const


code: FKinematicSkeletalMeshInitializationDataflowNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


code: virtual bool IsA ( [FName](API\Runtime\Core\UObject\FName) InType ) const


code: FKinematicTetrahedralBindingsDataflowNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


code: FRadialTetrahedronDataflowNodes()


code: FRadialTetrahedronDataflowNodes ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FRadialTetrahedronDataflowNodes

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowFlesh)) struct FRadialTetrahedronDataflowNodes : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)


code: FSetFleshBonePositionTargetBindingDataflowNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


SkeletalBindingMode

type: ESkeletalBindin...


description: Evaluation


code: FSetFleshDefaultPropertiesNode()


code: FSetFleshDefaultPropertiesNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FSetFleshDefaultPropertiesNode

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowFlesh)) struct FSetFleshDefaultPropertiesNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)

VertexIncompressibility

description: Sets incompressibility on vertex basis.

VertexInflation

description: Sets inflation on vertex basis.


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


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


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


code: virtual [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) * NewStructOnScope()


description: Struct Support


code: FSetVertexTetrahedraPositionTargetBindingDataflowNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


description: virtual voidEvaluate(Dataflow::FContext& Context, const FDataflowOutput* Out) constoverride;


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


code: virtual const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * TypedScriptStruct() const


code: FSetVertexTrianglePositionTargetBindingDataflowNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


code: virtual bool IsA ( [FName](API\Runtime\Core\UObject\FName) InType ) const


code: FSetVertexVertexPositionTargetBindingDataflowNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


code: FSetVerticesKinematicDataflowNode()


code: FSetVerticesKinematicDataflowNode ( const [Dataflow::FNodeParameters](API\Runtime\DataflowCore\Dataflow\FNodeParameters) & InParam, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FSetVerticesKinematicDataflowNode

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DataflowFlesh)) struct FSetVerticesKinematicDataflowNode : public [FDataflowNode](API\Runtime\DataflowCore\Dataflow\FDataflowNode)


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

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: IChaosFleshNodesPlugin

description: The public interface to this module

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


className: TetMeshingMethod

code: enum TetMeshingMethod { IsoStuffing, TetWild, }


className: EDataSortTypeEnum

module: ChaosNiagara

code: enum EDataSortTypeEnum { ChaosNiagara_DataSortType_NoSorting, ChaosNiagara_DataSortType_RandomShuffle, ChaosNiagara_DataSortType_SortByMassMaxToMin, ChaosNiagara_DataSortType_SortByMassMinToMax, ChaosNiagara_Max, }


className: EDataSourceTypeEnum

code: enum EDataSourceTypeEnum { ChaosNiagara_DataSourceType_Collision, ChaosNiagara_DataSourceType_Breaking, ChaosNiagara_DataSourceType_Trailing, ChaosNiagara_Max, }


className: EDebugTypeEnum

code: enum EDebugTypeEnum { ChaosNiagara_DebugType_NoDebug, ChaosNiagara_DebugType_ColorBySolver, ChaosNiagara_DebugType_ColorByParticleIndex, ChaosNiagara_Max, }


className: ELocationFilteringModeEnum

code: enum ELocationFilteringModeEnum { ChaosNiagara_LocationFilteringMode_Inclusive, ChaosNiagara_LocationFilteringMode_Exclusive, ChaosNiagara_Max, }


className: ELocationXToSpawnEnum

code: enum ELocationXToSpawnEnum { ChaosNiagara_LocationXToSpawn_None, ChaosNiagara_LocationXToSpawn_Min, ChaosNiagara_LocationXToSpawn_Max, ChaosNiagara_LocationXToSpawn_MinMax, ChaosNiagara_Max, }


className: ELocationYToSpawnEnum

code: enum ELocationYToSpawnEnum { ChaosNiagara_LocationYToSpawn_None, ChaosNiagara_LocationYToSpawn_Min, ChaosNiagara_LocationYToSpawn_Max, ChaosNiagara_LocationYToSpawn_MinMax, ChaosNiagara_Max, }


className: ELocationZToSpawnEnum

code: enum ELocationZToSpawnEnum { ChaosNiagara_LocationZToSpawn_None, ChaosNiagara_LocationZToSpawn_Min, ChaosNiagara_LocationZToSpawn_Max, ChaosNiagara_LocationZToSpawn_MinMax, ChaosNiagara_Max, }


className: ERandomVelocityGenerationTypeEnum

code: enum ERandomVelocityGenerationTypeEnum { ChaosNiagara_RandomVelocityGenerationType_RandomDistribution, ChaosNiagara_RandomVelocityGenerationType_RandomDistributionWithStreamers, ChaosNiagara_RandomVelocityGenerationType_CollisionNormalBased, ChaosNiagara_Max, }


code: bool operator== ( const [FChaosDestructionEvent](API\Plugins\ChaosNiagara\FChaosDestructionEvent) & Other ) const


code: bool operator!= ( const [FChaosDestructionEvent](API\Plugins\ChaosNiagara\FChaosDestructionEvent) & Other ) const


className: FChaosDestructionEvent


description: IModuleInterfaceimplementation


className: FChaosNiagaraModule

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


BoundsArray

type: TArray< FVector...

ColorArray

type: TArray<FLinear...

DensityArray

type: TArray< float >

TransformRotationArray

type: TArray< FQuat >


className: FNDIFieldRenderData

description: Data stored per physics asset instance on the render thread

code: struct FNDIFieldRenderData

FieldResource

type: FPhysicsFieldRe...

description: Field render resource for gpu

TimeSeconds

description: Time in seconds


code: void CopyFrom ( const [FNDIGeometryCollectionArrays](API\Plugins\ChaosNiagara\FNDIGeometryCollectionArrays) * Other )


code: FNDIGeometryCollectionArrays ( uint32 Num )


code: FNDIGeometryCollectionArrays()


className: FNDIGeometryCollectionArrays

description: Arrays in which the cpu datas will be str

code: struct FNDIGeometryCollectionArrays


description: Get the resource name

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


description: Init the buffer

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: Release the buffer

code: virtual void ReleaseRHI()


code: void SetNumPieces ( uint32 Num )


className: FNDIGeometryCollectionBuffer

description: Render buffers that will be used in hlsl functions

code: struct FNDIGeometryCollectionBuffer : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)

BoundsBuffer

type: FReadBuffer

description: Element extent buffer

NumPieces

description: Number of transforms

PrevWorldInverseTransformBuffer

description: Inverse transform buffer

PrevWorldTransformBuffer

description: Inverse transform buffer

WorldInverseTransformBuffer

description: World transform buffer

WorldTransformBuffer

description: World transform buffer


code: ETickingGroup ComputeTickingGroup()


description: Initialize the cpu datas

code: void Init ( class [UNiagaraDataInterfaceGeometryCollection](API\Plugins\ChaosNiagara\UNiagaraDataInterfaceGeometryCol-) * Interface, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance )


description: Release the buffers

code: void Release()


description: Update the gpu datas

code: void Update ( class [UNiagaraDataInterfaceGeometryCollection](API\Plugins\ChaosNiagara\UNiagaraDataInterfaceGeometryCol-) * Interface, [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance )


className: FNDIGeometryCollectionData

description: Data stored per physics asset instance

code: struct FNDIGeometryCollectionData

AssetArrays

type: FNDIGeometryCol...

description: Physics asset Cpu arrays

AssetBuffer

description: Physics asset Gpu buffer

BoundsOrigin

description: Geometry Collection Bounds

TickingGroup

type: ETickingGroup

description: The instance ticking group


description: Get the data that will be passed to render

code: virtual void ConsumePerInstanceDataFromGameThread ( void * PerInstanceData, const [FNiagaraSystemInstanceID](API\Plugins\NiagaraCore\FNiagaraSystemInstanceID) & Instance )


description: Initialize the Proxy data buffer

code: void InitializePerInstanceData ( const [FNiagaraSystemInstanceID](API\Plugins\NiagaraCore\FNiagaraSystemInstanceID) & SystemInstance )


description: Destroy the proxy data if necessary

code: void DestroyPerInstanceData ( const [FNiagaraSystemInstanceID](API\Plugins\NiagaraCore\FNiagaraSystemInstanceID) & SystemInstance )


description: Get the size of the data that will be passed to render

code: virtual int32 PerInstanceDataPassedToRenderThreadSize() const


description: Launch all pre stage functions

code: virtual void PreStage ( const [FNDIGpuComputePreStageContext](API\Plugins\Niagara\FNDIGpuComputePreStageContext) & Context )


className: FNDIGeometryCollectionProxy

description: Proxy to send data to gpu

code: struct FNDIGeometryCollectionProxy : public [FNiagaraDataInterfaceProxy](API\Plugins\Niagara\FNiagaraDataInterfaceProxy)

SystemInstancesToProxyData

type: TMap<FNiagaraS...

description: List of proxy data for each system instances


description: Initialize the resource

code: void Init ( [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance )


description: Update the commands

code: void Update ( [FNiagaraSystemInstance](API\Plugins\Niagara\FNiagaraSystemInstance) * SystemInstance )


className: FNDIPhysicsFieldData

description: Data stored per physics asset instance on the game thread

code: struct FNDIPhysicsFieldData

FieldCommands

type: TArray<FFieldS...

description: Field system commands for cpu

FieldResource

description: Field render resource for gpu

LWCConverter

type: FNiagaraLWCConv...

TimeSeconds

type: float

description: Time in seconds


description: Initialize the per instance data


className: FNDIPhysicsFieldProxy

description: Proxy to send data to gpu

code: struct FNDIPhysicsFieldProxy : public [FNiagaraDataInterfaceProxy](API\Plugins\Niagara\FNiagaraDataInterfaceProxy)


code: void CreatePerInstanceData ( const [FNiagaraSystemInstanceID](API\Plugins\NiagaraCore\FNiagaraSystemInstanceID) & SystemInstance )


code: void DestroyInstanceData ( const [FNiagaraSystemInstanceID](API\Plugins\NiagaraCore\FNiagaraSystemInstanceID) & SystemInstance )


code: virtual void PostSimulate ( const [FNDIGpuComputePostSimulateContext](API\Plugins\Niagara\FNDIGpuComputePostSimulateContex-) & Context )


code: struct FNiagaraDataInterfaceProxyChaosDestruction : public [FNiagaraDataInterfaceProxy](API\Plugins\Niagara\FNiagaraDataInterfaceProxy)


RDGBoundsBufferSRV

type: FRDGBufferSRVRe...

SolverIDArray

type: TArray< int32 >

TransformRotationArray

type: TArray< FQuat4f...


className: FSolverData

code: struct FSolverData


description: GPU sim functionality.

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


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: bool BreakingCallback ( [FNDIChaosDestruction_InstanceData](API\Plugins\ChaosNiagara\FNDIChaosDestruction_InstanceDat-) * InstData )


code: static bool BreakingDataRandomShuffleSortPredicate ( const [Chaos::FBreakingDataExt](API\Runtime\Chaos\Chaos\FBreakingDataExt) & Lhs, const [Chaos::FBreakingDataExt](API\Runtime\Chaos\Chaos\FBreakingDataExt) & Rhs )


code: static bool BreakingDataSortByMassPredicateMaxToMin ( const [Chaos::FBreakingDataExt](API\Runtime\Chaos\Chaos\FBreakingDataExt) & Lhs, const [Chaos::FBreakingDataExt](API\Runtime\Chaos\Chaos\FBreakingDataExt) & Rhs )


code: static bool BreakingDataSortByMassPredicateMinToMax ( const [Chaos::FBreakingDataExt](API\Runtime\Chaos\Chaos\FBreakingDataExt) & Lhs, const [Chaos::FBreakingDataExt](API\Runtime\Chaos\Chaos\FBreakingDataExt) & Rhs )


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

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


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


code: bool CollisionCallback ( [FNDIChaosDestruction_InstanceData](API\Plugins\ChaosNiagara\FNDIChaosDestruction_InstanceDat-) * InstData )


code: static bool CollisionDataRandomShuffleSortPredicate ( const [Chaos::FCollidingDataExt](API\Runtime\Chaos\Chaos\FCollidingDataExt) & Lhs, const [Chaos::FCollidingDataExt](API\Runtime\Chaos\Chaos\FCollidingDataExt) & Rhs )


description: Sort predicates to sort data.

code: static bool CollisionDataSortByMassPredicateMaxToMin ( const [Chaos::FCollidingDataExt](API\Runtime\Chaos\Chaos\FCollidingDataExt) & Lhs, const [Chaos::FCollidingDataExt](API\Runtime\Chaos\Chaos\FCollidingDataExt) & Rhs )


code: static bool CollisionDataSortByMassPredicateMinToMax ( const [Chaos::FCollidingDataExt](API\Runtime\Chaos\Chaos\FCollidingDataExt) & Lhs, const [Chaos::FCollidingDataExt](API\Runtime\Chaos\Chaos\FCollidingDataExt) & Rhs )


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


description: Destroys the per instance data for this interface.

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


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

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


code: void FilterAllBreakings ( [TArray](API\Runtime\Core\Containers\TArray)< [Chaos::FBreakingDataExt](API\Runtime\Chaos\Chaos\FBreakingDataExt) > & AllBreakingsArray )


code: void FilterAllCollisions ( [TArray](API\Runtime\Core\Containers\TArray)< [Chaos::FCollidingDataExt](API\Runtime\Chaos\Chaos\FCollidingDataExt) > & AllCollisionsArray )


code: void FilterAllTrailings ( [TArray](API\Runtime\Core\Containers\TArray)< [Chaos::FTrailingDataExt](API\Runtime\Chaos\Chaos\FTrailingDataExt) > & AllTrailingsArray )


code: template<typename ParticleIDParamType> void GetAngularVelocity ( FVectorVMExternalFunctionContext & Context )


code: template<typename ParticleIDParamType> void GetBreakingData ( FVectorVMExternalFunctionContext & Context )


code: template<typename ParticleIDParamType> void GetCollisionData ( FVectorVMExternalFunctionContext & Context )


code: void GetBreakingsToSpawnFromBreakings ( [TArray](API\Runtime\Core\Containers\TArray)< [Chaos::FBreakingDataExt](API\Runtime\Chaos\Chaos\FBreakingDataExt) > & AllBreakingsArray, [TArray](API\Runtime\Core\Containers\TArray)< [Chaos::FBreakingDataExt](API\Runtime\Chaos\Chaos\FBreakingDataExt) > & BreakingsToSpawnArray )


code: template<typename ParticleIDParamType> void GetColor ( FVectorVMExternalFunctionContext & Context )


code: void GetCollisionsToSpawnFromCollisions ( [TArray](API\Runtime\Core\Containers\TArray)< [Chaos::FCollidingDataExt](API\Runtime\Chaos\Chaos\FCollidingDataExt) > & AllCollisionsArray, [TArray](API\Runtime\Core\Containers\TArray)< [Chaos::FCollidingDataExt](API\Runtime\Chaos\Chaos\FCollidingDataExt) > & CollisionsToSpawnArray )


code: template<typename ParticleIDParamType> void GetExtentMax ( FVectorVMExternalFunctionContext & Context )


code: template<typename ParticleIDParamType> void GetExtentMin ( FVectorVMExternalFunctionContext & Context )


code: template<typename ParticleIDParamType> void GetFriction ( FVectorVMExternalFunctionContext & Context )


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


description: Gets all the available functions for this data interface.

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


code: template<typename ParticleIDParamType> void GetDensity ( FVectorVMExternalFunctionContext & Context )


code: int32 GetLastSpawnedPointID()


code: template<typename ParticleIDParamType> void GetNormal ( FVectorVMExternalFunctionContext & Context )


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


code: template<typename TimeParamType> void GetParticleIdsToSpawnAtTime ( FVectorVMExternalFunctionContext & Context )


code: template<typename ParticleIDParamType> void GetPointType ( FVectorVMExternalFunctionContext & Context )


description: EXPOSED FUNCTIONS.

code: template<typename ParticleIDParamType> void GetPosition ( FVectorVMExternalFunctionContext & Context )


code: template<typename ParticleIDParamType> void GetRestitution ( FVectorVMExternalFunctionContext & Context )


code: template<typename ParticleIDParamType> void GetSize ( FVectorVMExternalFunctionContext & Context )


code: template<typename ParticleIDParamType> void GetSolverTime ( FVectorVMExternalFunctionContext & Context )


code: template<typename ParticleIDParamType> void GetSurfaceType ( FVectorVMExternalFunctionContext & Context )


code: template<typename ParticleIDParamType> void GetTrailingData ( FVectorVMExternalFunctionContext & Context )


code: void GetTrailingsToSpawnFromTrailings ( [TArray](API\Runtime\Core\Containers\TArray)< [Chaos::FTrailingDataExt](API\Runtime\Chaos\Chaos\FTrailingDataExt) > & AllTrailingsArray, [TArray](API\Runtime\Core\Containers\TArray)< [Chaos::FTrailingDataExt](API\Runtime\Chaos\Chaos\FTrailingDataExt) > & TrailingsToSpawnArray )


code: template<typename ParticleIDParamType> void GetTransform ( FVectorVMExternalFunctionContext & Context )


code: template<typename ParticleIDParamType> void GetVelocity ( FVectorVMExternalFunctionContext & Context )


description: Returns the delegate for the passed function signature.

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


code: template<typename ParticleIDParamType> void GetVolume ( FVectorVMExternalFunctionContext & Context )


code: void HandleBreakingEvents ( const [Chaos::FBreakingEventData](API\Runtime\Chaos\FBreakingEventData) & Event )


code: void HandleCollisionEvents ( const [Chaos::FCollisionEventData](API\Runtime\Chaos\FCollisionEventData) & Event )


code: void HandleTrailingEvents ( const [Chaos::FTrailingEventData](API\Runtime\Chaos\FTrailingEventData) & Event )


code: virtual bool HasPreSimulateTick() const


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

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


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

code: virtual int32 PerInstanceDataSize() const


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

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


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

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


description: ParticleIndex to process collisionData for

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: This will not be called if PerInstanceDataPassedToRenderThreadSize is 0.

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


code: virtual void PushToRenderThreadImpl()


code: void RegisterWithSolverEventManager ( [Chaos::FPhysicsSolver](API\Runtime\Chaos\Chaos\FPhysicsSolver) * Solver )


code: void ResetInstData ( [FNDIChaosDestruction_InstanceData](API\Plugins\ChaosNiagara\FNDIChaosDestruction_InstanceDat-) * InstData )


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

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


code: void SortBreakings ( [TArray](API\Runtime\Core\Containers\TArray)< [Chaos::FBreakingDataExt](API\Runtime\Chaos\Chaos\FBreakingDataExt) > & BreakingsArray )


code: void SortCollisions ( [TArray](API\Runtime\Core\Containers\TArray)< [Chaos::FCollidingDataExt](API\Runtime\Chaos\Chaos\FCollidingDataExt) > & CollisionsArray )


code: void SortTrailings ( [TArray](API\Runtime\Core\Containers\TArray)< [Chaos::FTrailingDataExt](API\Runtime\Chaos\Chaos\FTrailingDataExt) > & TrailingsArray )


code: int32 SpawnParticlesFromCollision ( [FSolverData](API\Plugins\ChaosNiagara\FSolverData) SolverData, [Chaos::FCollidingDataExt](API\Runtime\Chaos\Chaos\FCollidingDataExt) & Collision, [FNDIChaosDestruction_InstanceData](API\Plugins\ChaosNiagara\FNDIChaosDestruction_InstanceDat-) * InstData, float TimeData_MapsCreated, int32 IdxSolver )


code: int32 SpawnParticlesFromBreaking ( [FSolverData](API\Plugins\ChaosNiagara\FSolverData) SolverData, [Chaos::FBreakingDataExt](API\Runtime\Chaos\Chaos\FBreakingDataExt) & Breaking, [FNDIChaosDestruction_InstanceData](API\Plugins\ChaosNiagara\FNDIChaosDestruction_InstanceDat-) * InstData, float TimeData_MapsCreated, int32 IdxSolver )


code: int32 SpawnParticlesFromTrailing ( [FSolverData](API\Plugins\ChaosNiagara\FSolverData) SolverData, [Chaos::FTrailingDataExt](API\Runtime\Chaos\Chaos\FTrailingDataExt) & Trailing, [FNDIChaosDestruction_InstanceData](API\Plugins\ChaosNiagara\FNDIChaosDestruction_InstanceDat-) * InstData, float TimeData_MapsCreated, int32 IdxSolver )


code: bool TrailingCallback ( [FNDIChaosDestruction_InstanceData](API\Plugins\ChaosNiagara\FNDIChaosDestruction_InstanceDat-) * InstData )


code: static bool TrailingDataRandomShuffleSortPredicate ( const [Chaos::FTrailingDataExt](API\Runtime\Chaos\Chaos\FTrailingDataExt) & Lhs, const [Chaos::FTrailingDataExt](API\Runtime\Chaos\Chaos\FTrailingDataExt) & Rhs )


code: static bool TrailingDataSortByMassPredicateMaxToMin ( const [Chaos::FTrailingDataExt](API\Runtime\Chaos\Chaos\FTrailingDataExt) & Lhs, const [Chaos::FTrailingDataExt](API\Runtime\Chaos\Chaos\FTrailingDataExt) & Rhs )


code: static bool TrailingDataSortByMassPredicateMinToMax ( const [Chaos::FTrailingDataExt](API\Runtime\Chaos\Chaos\FTrailingDataExt) & Lhs, const [Chaos::FTrailingDataExt](API\Runtime\Chaos\Chaos\FTrailingDataExt) & Rhs )


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