code: template<class T> static T * NewTask ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) > TaskOwner, [FName](API\Runtime\Core\UObject\FName) InstanceName )


module: GameplayTasks

code: template<class T> static T * NewTask ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & WorldContextObject, [FName](API\Runtime\Core\UObject\FName) InstanceName )


code: template<class T> static T * NewTask ( [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) & TaskOwner, [FName](API\Runtime\Core\UObject\FName) InstanceName )


description: Added for consistency with NewTask, but to indicate that a task requires manual call to InitTask This path is used to manually configure some aspects of the task, like Priority

code: template<class T> static T * NewTaskUninitialized()


description: End and CleanUp the task - may be called by the task itself or by the task owner if the owner is ending. IMPORTANT! Do NOT call directly! CallEndTask()orTaskOwnerEnded()IMPORTANT! When overriding this function make sure to call Super::OnDestroy(bOwnerFinished) as the last thing, since the function internally marks the task as "Pending Kill", and this may interfere with internal BP mechanics

code: virtual void OnDestroy ( bool bInOwnerFinished )


description: Notify called after GameplayTask changes state from Active (finishing or pausing)

code: virtual void OnGameplayTaskDeactivated ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task )


description: Notify called after GameplayTask finishes initialization (not active yet)

code: virtual void OnGameplayTaskInitialized ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task )


description: Protected by design. Not meant to be called outside from GameplayTaskComponent mechanics

code: virtual void Pause()


description: Called to trigger the actual task once the delegates have been set up

code: void ReadyForActivation()


description: Called when task owner has "ended" (before the task ends) kills the task. Calls OnDestroy.

code: void TaskOwnerEnded()


description: Tick function for this task, if bTickingTask == true

code: virtual void TickTask ( float DeltaTime )


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


className: UGameplayTask

code: class UGameplayTask : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface)

bCaresAboutPriority

type: uint32:  1

bIsSimulating

description: Am I actually running this as a simulated task.

bOwnedByTasksComponent

description: This is set to avoid duplicate calls to task's owner and TasksComponent when both are the same object

bSimulatedTask

description: Should this task run on simulated clients? This should only be used in rare cases, such as movement tasks.

bTickingTask

description: If true, this task will receive TickTask calls from TasksComponent

ChildTask

type: TObjectPtr<UGa...

description: Child task instance

ClaimedResources

type: FGameplayResour...

description: Resources that are going to be locked when this task gets activated, but are not required to get this task started

DebugDescription

type: FString

InstanceName

type: FName

description: This name allows us to find the task later so that we can end it.

Priority

description: This controls how this task will be treated in relation to other, already running tasks, provided GameplayTasksComponent is configured to care about priorities (the default behavior)

RequiredResources

description: Abstract "resource" IDs this task needs available to be able to get activated.

ResourceOverlapPolicy

type: ETaskResourceOv...

TaskOwner

type: TWeakInterfaceP...

description: Task Owner that created us

TasksComponent

type: TWeakObjectPtr<...

TaskState

type: EGameplayTaskSt...

description: You shouldneveraccess it directly.


className: UGameplayTaskOwnerInterface

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


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


code: static [FString](API\Runtime\Core\Containers\FString) GetDebugDescription ( uint8 ResourceId )


code: template<class T> static uint8 GetResourceID()


code: uint8 GetResourceID() const


code: static uint8 GetResourceID ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayTaskResource](API\Runtime\GameplayTasks\UGameplayTaskResource) > & RequiredResource )


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

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


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

code: virtual void PostInitProperties()


className: ResourceDescriptions

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > ResourceDescriptions;


code: void UpdateAutoResourceID()


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


className: UGameplayTaskResource

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

ManualResourceID

description: Overrides AutoResourceID. -1 means auto ID will be applied


description: Add a new simulated task. Returns true if the task was added to the list. Returns false if the task was already registered.

code: bool AddSimulatedTask ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * NewTask )


description: Processes the task and figures out if it should get triggered instantly or wait based on task's RequiredResources, Priority and ResourceOverlapPolicy

code: void AddTaskReadyForActivation ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & NewTask )


code: void DescribeSelfToVisLog ( struct [FVisualLogEntry](API\Runtime\Engine\VisualLogger\FVisualLogEntry) * Snapshot ) const


code: void EndAllResourceConsumingTasksOwnedBy ( const [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) & TaskOwner )


code: FEventLock &40; UGameplayTasksComponent &42; InOwner &41;


className: FEventLock

code: struct FEventLock

Owner

type: UGameplayTasksC...


code: bool FindAllResourceConsumingTasksOwnedBy ( const [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) & TaskOwner, [TArray](API\Runtime\Core\Containers\TArray)< [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * > & FoundTasks ) const


description: Finds first resource-consuming task of given name

code: [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * FindResourceConsumingTaskByName ( const [FName](API\Runtime\Core\UObject\FName) TaskInstanceName ) const


description: Get "body" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn)

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetGameplayTaskAvatar ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * Task ) const


description: Get owner of a task or default one when task is null

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetGameplayTaskOwner ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * Task ) const


description: Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point!

code: virtual [UGameplayTasksComponent](API\Runtime\GameplayTasks\UGameplayTasksComponent) * GetGameplayTasksComponent ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task ) const


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

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


description: Retrieves information whether this component should be ticking taken current activity into consideration

code: virtual bool GetShouldTick() const


description: Tasks that run on simulated proxies

code: const [TArray](API\Runtime\Core\Containers\TArray)< [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * > & GetSimulatedTasks()


description: Deprecated* This will be removed in future versions. Use AddSimulatedTask or RemoveSimulatedTask to modify the array

code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) > > & GetSimulatedTasks_Mutable()


code: static [FString](API\Runtime\Core\Containers\FString) GetTaskStateName ( EGameplayTaskState Value )


code: virtual void GrabDebugSnapshot ( [FVisualLogEntry](API\Runtime\Engine\VisualLogger\FVisualLogEntry) * Snapshot ) const


code: bool HasActiveTasks ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * TaskClass ) const


code: static EGameplayTaskRunResult K2_RunGameplayTask ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) > TaskOwner, [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * Task, uint8 Priority, [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayTaskResource](API\Runtime\GameplayTasks\UGameplayTaskResource) > > AdditionalRequiredResources, [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayTaskResource](API\Runtime\GameplayTasks\UGameplayTaskResource) > > AdditionalClaimedResources )


description: Notify called after GameplayTask changes state to Active (initial activation or resuming)

code: virtual void OnGameplayTaskActivated ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task )


description: Notify called after GameplayTask changes state from Active (finishing or pausing)

code: virtual void OnGameplayTaskDeactivated ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task )


code: void OnRep_SimulatedTasks ( const [TArray](API\Runtime\Core\Containers\TArray)< [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * > & PreviousSimulatedTasks )


description: ReadyForReplication gets called on replicated components when their owning actor is officially ready for replication. Called after InitializeComponent but before BeginPlay. From there it will only be set false when the component is destroyed. This is where you want to register your replicated subobjects if you already possess some. A component can get replicated beforeHasBegunPlay()is true if inside a tick or inBeginPlay()an RPC is called on it. Requires component to be registered, initialized and set to replicate.

code: virtual void ReadyForReplication()


code: void RemoveResourceConsumingTask ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task )


description: Remove an existing simulated task

code: void RemoveSimulatedTask ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * NewTask )


description: Allows a component to replicate other subobject on the actor. Must return true if any data gets serialized into the bunch. This method is used only when bReplicateUsingRegisteredSubObjectList is false. Otherwise this function is not called and only the ReplicatedSubObjects list is used.

code: virtual bool ReplicateSubobjects ( [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * Channel, [FOutBunch](API\Runtime\Engine\Net\FOutBunch) * Bunch, [FReplicationFlags](API\Runtime\Engine\Engine\FReplicationFlags) * RepFlags )


code: static EGameplayTaskRunResult RunGameplayTask ( [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface) & TaskOwner, [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task, uint8 Priority, [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) AdditionalRequiredResources, [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) AdditionalClaimedResources )


code: void SetCurrentlyClaimedResources ( [FGameplayResourceSet](API\Runtime\GameplayTasks\FGameplayResourceSet) NewClaimedSet )


description: Remove all current tasks and register the one in the passed array. It's optimal to use Add/Remove of single tasks directly if possible.

code: void SetSimulatedTasks ( const [TArray](API\Runtime\Core\Containers\TArray)< [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * > & NewSimulatedTasks )


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 UpdateTaskActivations()


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


className: UGameplayTasksComponent

description: The core ActorComponent for interfacing with the GameplayAbilities System

code: class UGameplayTasksComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent), public [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface), public [IVisualLoggerDebugSnapshotInterface](API\Runtime\Engine\VisualLogger\IVisualLoggerDebugSnapshotInterf-)

CurrentlyClaimedResources

description: Resources used by currently active tasks

KnownTasks

type: TArray<TObject...

description: All known tasks (processed by this component) referenced for GC

OnClaimedResourcesChange

type: FOnClaimedResou...

TaskEvents

type: TArray<FGamepl...

description: Transient array of events whose main role is to avoid long chain of recurrent calls if an activated/paused/removed task wants to push/pause/kill other tasks.

TickingTasks

description: Array of currently activeUGameplayTaskthat require ticking

TopActivePriority

description: Indicates what's the highest priority among currently running tasks


module: GeometryCollectionEngine

code: FChaosBreakingEventData()


className: FChaosBreakingEventData

description: A breaking event data structure.

code: struct FChaosBreakingEventData

Location

type: FVector

description: Location of the breaking event (centroid)

Mass

type: float

description: The mass of the breaking event.

Velocity

description: The velocity of the breaking event.


description: Filters the raw events from the physics system to reduce the number supplied to the game systems

code: virtual void FilterEvents ( const FTransform & ChaosComponentTransform, const [Chaos::FBreakingDataArray](API\Runtime\Chaos\FBreakingDataArray) & RawInputDataArray )


description: Optionally Sort events based on increasing or decreasing values of FilteredDataArray fields

code: virtual void SortEvents ( [TArray](API\Runtime\Core\Containers\TArray)< [FChaosBreakingEventData](API\Runtime\GeometryCollectionEngine\FChaosBreakingEventData) > & InOutFilteredEvents, EChaosBreakingSortMethod SortMethod, const FTransform & InTransform )


code: FChaosBreakingEventFilter ( [FChaosBreakingEventRequestSettings](API\Runtime\GeometryCollectionEngine\FChaosBreakingEventRequestSettin-) * FilterSettingsIn )


className: FChaosBreakingEventFilter

code: class FChaosBreakingEventFilter : public [IChaosEventFilter< Chaos::FBreakingDataArray, TArray< FChaosBreakingEventData >, EChaosBreakingSortMethod >](API\Runtime\GeometryCollectionEngine\IChaosEventFilter)


code: FChaosBreakingEventRequestSettings()


className: FChaosBreakingEventRequestSettings

description: Settings used to refine breaking event requests.

MaxDistance

description: The maximum distance threshold for the results.

MaxNumberOfResults

description: The maximum number of results to return.

MinMass

description: The minimum mass threshold for the results.

MinRadius

description: The minimum breaking radius threshold for the results.

MinSpeed

description: The minimum speed threshold for the results.

SortMethod

type: EChaosBreakingS...

description: The method used to sort the breaking events.


code: FChaosCollisionEventData()


className: FChaosCollisionEventData

description: A collision event data structure

code: struct FChaosCollisionEventData

Impulse

description: The accumulated impulse vector of the collision event.

Location

description: Location of the collision event.

description: The mass of object 1 of the collision event.

description: The mass of object 2 of the collision event.

Normal

description: Normal of the collision event.

description: The velocity of object 1 of the collision event.

description: The velocity of object 2 of the collision event.


code: virtual void FilterEvents ( const FTransform & ChaosComponentTransform, const [Chaos::FCollisionDataArray](API\Runtime\Chaos\FCollisionDataArray) & RawInputDataArray )


code: virtual void SortEvents ( [TArray](API\Runtime\Core\Containers\TArray)< [FChaosCollisionEventData](API\Runtime\GeometryCollectionEngine\FChaosCollisionEventData) > & InOutFilteredEvents, EChaosCollisionSortMethod SortMethod, const FTransform & InTransform )


code: FChaosCollisionEventFilter ( [FChaosCollisionEventRequestSettings](API\Runtime\GeometryCollectionEngine\FChaosCollisionEventRequestSetti-) * FilterSettingsIn )


className: FChaosCollisionEventFilter

code: class FChaosCollisionEventFilter : public [IChaosEventFilter< Chaos::FCollisionDataArray, TArray< FChaosCollisionEventData >, EChaosCollisionSortMethod >](API\Runtime\GeometryCollectionEngine\IChaosEventFilter)


code: FChaosCollisionEventRequestSettings()


className: FChaosCollisionEventRequestSettings

description: Settings used to define collision event requests.

MinImpulse

description: The minimum impulse threshold for the results.

MinMass

description: The minimum mass threshold for the results (compared with min of particle 1 mass and particle 2 mass).

MinSpeed

description: The min speed threshold for the results (compared with min of particle 1 speed and particle 2 speed).

SortMethod

type: EChaosCollision...

description: The method used to sort the collision events.


className: FChaosRemovalEventData

description: A Removal event data structure.

code: struct FChaosRemovalEventData

Location

description: Current removal location.

Mass

description: The mass of the removal.

ParticleIndex

description: The particle index of the removal.


code: FChaosRemovalEventData()


description: Filters the raw events from the physics system to reduce the number supplied to the game systems

code: virtual void FilterEvents ( const FTransform & ChaosComponentTransform, const [Chaos::FRemovalDataArray](API\Runtime\Chaos\FRemovalDataArray) & RawInputDataArray )


description: Optionally Sort events based on increasing or decreasing values of FilteredDataArray fields

code: virtual void SortEvents ( [TArray](API\Runtime\Core\Containers\TArray)< [FChaosRemovalEventData](API\Runtime\GeometryCollectionEngine\FChaosRemovalEventData) > & InOutFilteredEvents, EChaosRemovalSortMethod SortMethod, const FTransform & InTransform )


code: FChaosRemovalEventFilter ( [FChaosRemovalEventRequestSettings](API\Runtime\GeometryCollectionEngine\FChaosRemovalEventRequestSetting-) * FilterSettingsIn )


code: FChaosRemovalEventRequestSettings()


className: FChaosRemovalEventFilter

code: class FChaosRemovalEventFilter : public [IChaosEventFilter< Chaos::FRemovalDataArray, TArray< FChaosRemovalEventData >, EChaosRemovalSortMethod >](API\Runtime\GeometryCollectionEngine\IChaosEventFilter)


className: FChaosRemovalEventRequestSettings

MaxDistance

description: The maximum distance threshold for the results (if location is set on destruction event listener).

MaxNumberOfResults

description: The maximum number of results to return.

MinMass

description: The minimum mass treshold for the results.

SortMethod

type: EChaosRemovalSo...

description: The method used to sort the removal events.


code: FChaosTrailingEventData()


className: FChaosTrailingEventData

description: A trailing event data structure.

code: struct FChaosTrailingEventData

AngularVelocity

description: The angular velocity of the trail.

Location

description: Current trail location.

Mass

description: The mass of the trail.

ParticleIndex

description: The particle index of the trail.

Velocity

description: The velocity of the trail.


code: virtual void FilterEvents ( const FTransform & ChaosComponentTransform, const [Chaos::FTrailingDataArray](API\Runtime\Chaos\FTrailingDataArray) & RawInputDataArray )


code: FChaosTrailingEventFilter ( [FChaosTrailingEventRequestSettings](API\Runtime\GeometryCollectionEngine\FChaosTrailingEventRequestSettin-) * FilterSettingsIn )


className: FChaosTrailingEventFilter

code: class FChaosTrailingEventFilter : public [IChaosEventFilter< Chaos::FTrailingDataArray, TArray< FChaosTrailingEventData >, EChaosTrailingSortMethod >](API\Runtime\GeometryCollectionEngine\IChaosEventFilter)


code: FChaosTrailingEventRequestSettings()


className: FChaosTrailingEventRequestSettings

MinAngularSpeed

description: The minimum angular speed threshold for the results.

MinSpeed

description: The minimum speed threshold for the results.

SortMethod

type: EChaosTrailingS...

description: The method used to sort the breaking events.


className: FOnChaosBreakingEvents

description: Called when new destruction events are available for breaks. Breaking listening must be enabled to get callbacks on this delegate.

code: class FOnChaosBreakingEvents


code: virtual void SortEvents ( [TArray](API\Runtime\Core\Containers\TArray)< [FChaosTrailingEventData](API\Runtime\GeometryCollectionEngine\FChaosTrailingEventData) > & InOutFilteredEvents, EChaosTrailingSortMethod SortMethod, const FTransform & InTransform )


className: FOnChaosCollisionEvents

description: Called when new destruction events are available for collisions. Collision listening must be enabled to get callbacks on this delegate.

code: class FOnChaosCollisionEvents


className: FOnChaosTrailingEvents

description: Called when new trailing events are available for breaks. Trailing listening must be enabled to get callbacks on this delegate.

code: class FOnChaosTrailingEvents


className: FOnChaosRemovalEvents

description: Called when new destruction events are available for removals. Removal listening must be enabled to get callbacks on this delegate.

code: class FOnChaosRemovalEvents


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


className: AGeometryCollectionDebugDrawActor

code: class AGeometryCollectionDebugDrawActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)

ArrowScale

description: Size of arrows used for visualizing normals, breaking information, ...etc.

AxisScale

description: Scale of the axis used for visualizing all transforms.

bCollisionAtOrigin

type: bool

description: Show the selected rigid body's collision volume at the origin, in local space.

bDebugDrawClustering

description: Show debug visualization for all clustered children associated to the current rigid body id selection.

bDebugDrawHierarchy

description: Show debug visualization for the top level node rather than the bottom leaf nodes of a cluster's hierarchy.

bDebugDrawWholeCollection

description: Show debug visualization for the rest of the geometry collection related to the current rigid body id selection.

BoundingBoxColor

type: FColor

description: Color used for the visualization of the bounding boxes.

bShowBoundingBox

description: Show the bounding box for the selected rigid body's associated geometries.

bShowConnectivityEdges

description: Show the connectivity edges for the selected rigid body's associated cluster nodes.

bShowFaceIndices

description: Show the face indices for the selected rigid body's associated geometries.

bShowFaceNormals

description: Show the face normals for the selected rigid body's associated geometries.

bShowFaces

description: Show the faces for the selected rigid body's associated geometries.

bShowGeometryIndex

description: Show the geometry index for the selected rigid body's associated geometries.

bShowGeometryTransform

description: Show the geometry transform for the selected rigid body's associated geometries.

bShowLevel

description: Show the hierarchical level for the selected rigid body's associated cluster nodes.

bShowParent

description: Show a link from the selected rigid body's associated cluster nodes to their parent's nodes.

bShowRigidBodyCollision

description: Show the selected rigid body's collision volume.

bShowRigidBodyForce

description: Show the selected rigid body's applied force and torque.

bShowRigidBodyId

description: Display the selected rigid body's id.

bShowRigidBodyInertia

description: Show the selected rigid body's inertia tensor box.

bShowRigidBodyInfos

description: Show the selected rigid body's on screen text information.

bShowRigidBodyTransform

description: Show the selected rigid body's transform.

bShowRigidBodyVelocity

description: Show the selected rigid body's linear and angular velocity.

bShowSingleFace

description: Enable single face visualization for the selected rigid body's associated geometries.

bShowTransform

description: Show the transform for the selected rigid body's associated cluster nodes.

bShowTransformIndex

description: Show the transform index for the selected rigid body's associated cluster nodes.

bShowVertexIndices

description: Show the vertex indices for the selected rigid body's associated geometries.

bShowVertexNormals

description: Show the vertex normals for the selected rigid body's associated geometries.

bShowVertices

description: Show the vertices for the selected rigid body's associated geometries.

bTextShadow

description: Draw shadows under the displayed text.

bUseActiveVisualization

description: Adapt visualization depending of the cluster nodes' hierarchical level.

ConnectivityEdgeThickness

description: Line thickness used for the visualization of the rigid clustering connectivity edges.

FaceColor

description: Color used for the visualization of the faces.

FaceIndexColor

description: Color used for the visualization of the face indices.

FaceNormalColor

description: Color used for the visualization of the face normals.

GeometryIndexColor

description: Color used for the visualization of the geometry indices.

GeometryTransformScale

description: Scale for geometry transform visualization.

HideGeometry

type: EGeometryCollec...

description: Geometry visibility setting.

LevelColor

description: Color used for the visualization of the levels.

LineThickness

description: Thickness of lines when visualizing faces, normals, ...etc.

NormalScale

description: Scale factor used for visualizing normals.

ParentColor

description: Color used for the visualization of the link from the parents.

PointThickness

description: Thickness of points when visualizing vertices.

RigidBodyCollisionColor

description: Color used for collision primitives visualization.

RigidBodyForceColor

description: Color used for rigid body applied force and torque visualization.

RigidBodyIdColor

description: Color used for the visualization of the rigid body ids.

RigidBodyInertiaColor

description: Color used for the visualization of the rigid body inertia tensor box.

RigidBodyInfoColor

description: Color used for the visualization of the rigid body infos.

RigidBodyTransformScale

description: Scale for rigid body transform visualization.

RigidBodyVelocityColor

description: Color used for rigid body velocities visualization.

SingleFaceColor

description: Color used for the visualization of the single face.

SingleFaceIndex

description: The index of the single face to visualize.

SpriteComponent

type: TObjectPtr<UBi...

description: Display icon in the editor.

TextScale

description: Scale of the font used to display text.

TransformIndexColor

description: Color used for the visualization of the transform indices.

TransformScale

description: Scale for cluster transform visualization.

VertexColor

description: Color used for the visualization of the vertices.

VertexIndexColor

description: Color used for the visualization of the vertex indices.

VertexNormalColor

description: Color used for the visualization of the vertex normals.


description: Returns ISMPoolComp subobject


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


className: AGeometryCollectionISMPoolActor

code: class AGeometryCollectionISMPoolActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)


description: Find/create the level set renderer singleton actor as required. Return whether the found or created actor.

code: static [AGeometryCollectionRenderLevelSetActor](API\Runtime\GeometryCollectionEngine\GeometryCollection\AGeometryCollect-_2) * FindOrCreate ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Some initialization happens in here.

code: virtual void BeginPlay()


className: InstanceCount

code: static int InstanceCount;


description: Allowed for live updates to parameters from inside the editor when ejected.

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


description: Set and sync enabled

code: void SetEnabled ( bool enabled )


description: Load a new level set to render.

code: bool SetLevelSetToRender ( const [Chaos::FLevelSet](API\Runtime\Chaos\Chaos\FLevelSet) & LevelSet, const FTransform & LocalToWorld )


description: Sync level set transform to the render material.

code: void SyncLevelSetTransform ( const FTransform & LocalToWorld )


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


className: AGeometryCollectionRenderLevelSetActor

description: AGeometryCollectionRenderLevelSetActorAn actor representing the collection of data necessary to render volumes. This references a ray marching material, which is used internally by a post process component blendable. This is a workflow that can be improved with a deeper implementation in the future if we decide to. Note that behavior with multiple render level set actors isn't currently supported very well, but could be improved in the future

code: class AGeometryCollectionRenderLevelSetActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)

Enabled

description: Enable or disable rendering.

Isovalue

description: Isovalue of the level set to use for surface reconstruction.

RayMarchMaterial

type: TObjectPtr<UMa...

description: Material that performs ray marching.

RenderVolumeBoundingBox

description: Enable or disable rendering.

SurfaceTolerance

description: Surface tolerance used for rendering. When surface reconstruction is noisy, try tweaking this value

TargetVolumeTexture

type: TObjectPtr<UVo...

description: Volume texture to fill.


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: bool RaycastSingle ( FVector Start, FVector End, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit ) const


description: Game state callback

code: virtual void Tick ( float DeltaSeconds )


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


className: AGeometryCollectionActor

code: class AGeometryCollectionActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)

GeometryCollectionComponent

type: TObjectPtr<UGe...

description: GeometryCollectionComponent


description: Return true if we can build

code: bool CanBuild() const


description: A string used to describe the data being generated. Typically the path to the object that it is generated from is sufficient.

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


description:
Does the work of deriving the data.
true if successful, in the event of failure the cache is not updated and failure is propagated to the original caller.

code: virtual bool Build ( [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutData )


description:
Get the plugin name, this is used as the first part of the cache key
Name of the plugin

code: virtual const TCHAR * GetPluginName() const


description:
Returns the largest and plugin specific part of the cache key. This must be a alphanumeric+underscore
Version number of the plugin, for licensees.

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


description:
Get the version of the plugin, this is used as part of the cache key. This is supposed to be a guid string ( ex. "69C8C8A6-A9F8-4EFC-875C-CFBB72E66486" )
Version string of the plugin

code: virtual const TCHAR * GetVersionString() const


description:
Indicates that this plugin is threadsafe. Note, the system itself will not call it concurrently if this false, however, then you are responsible for not calling the system itself concurrently.
true if this plugin is threadsafe

code: virtual bool IsBuildThreadsafe() const


description: Indicated that this plugin generates deterministic data. This is used for DDC verification

code: virtual bool IsDeterministic() const


code: FDerivedDataGeometryCollectionCooker ( [UGeometryCollection](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollection) & InGeometryCollection )


className: FDerivedDataGeometryCollectionCooker

code: class FDerivedDataGeometryCollectionCooker : public [FDerivedDataPluginInterface](API\Developer\DerivedDataCache\FDerivedDataPluginInterface)


code: FDerivedDataGeometryCollectionRenderDataCooker ( [UGeometryCollection](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollection) & InGeometryCollection )


code: class FDerivedDataGeometryCollectionRenderDataCooker : public [FDerivedDataPluginInterface](API\Developer\DerivedDataCache\FDerivedDataPluginInterface)


code: FGeomComponentCacheParameters()


className: FGeomComponentCacheParameters

code: struct FGeomComponentCacheParameters

BreakingDataSizeMax

description: Maximum size of the breaking buffer.

BreakingDataSpatialHashRadius

description: Spatial hash radius for breaking data.

CacheMode

description: Cache mode, whether disabled, playing or recording.

CollisionDataSizeMax

description: Maximum size of the collision buffer.

CollisionDataSpatialHashRadius

description: Spatial hash radius for collision data.

DoBreakingDataSpatialHash

description: Spatial hash breaking data.

DoCollisionDataSpatialHash

description: Spatial hash collision data.

DoGenerateBreakingData

description: Whether to generate breakings during playback.

DoGenerateCollisionData

description: Whether to generate collisions during playback.

DoGenerateTrailingData

description: Whether to generate trailings during playback.

MaxBreakingPerCell

description: Maximum number of breaking per cell.

MaxCollisionPerCell

description: Maximum number of collisions per cell.

SaveBreakingData

description: Whether to buffer breakings during recording.

SaveCollisionData

description: Whether to buffer collisions during recording.

SaveTrailingData

description: Whether to buffer trailings during recording.

TargetCache

description: The cache to target when recording or playing.

TrailingDataSizeMax

description: Maximum size of the trailing buffer.

TrailingMinSpeedThreshold

description: Minimum speed to record trailing.

TrailingMinVolumeThreshold

description: Minimum volume to record trailing.


code: bool operator== ( const [FGeometryCollectionActivatedCluster](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollect-) & Other ) const


code: FGeometryCollectionActivatedCluster ( uint16 Index, const FVector & InitialLinearVel, const FVector & InitialAngularVel )


code: FGeometryCollectionActivatedCluster()


className: FGeometryCollectionActivatedCluster


code: bool operator== ( const [FGeometryCollectionAutoInstanceMesh](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollect-_1) & Other ) const


className: FGeometryCollectionAutoInstanceMesh

CustomData

type: TArray< float >

Mesh

type: TObjectPtr< con...


code: [FISMIndex](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollect-_10\FISMIndex) AddISM ( [UGeometryCollectionISMPoolComponent](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollect-_3) * OwningComponent, const [FGeometryCollectionStaticMeshInstance](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollect-_22) & MeshInstance )


code: [FGeometryCollectionMeshInfo](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollect-_14) AddISM ( [UGeometryCollectionISMPoolComponent](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollect-_3) * OwningComponent, const [FGeometryCollectionStaticMeshInstance](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollect-_22) & MeshInstance, int32 InstanceCount, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > CustomDataFloats )


code: bool BatchUpdateInstancesTransforms ( [FGeometryCollectionMeshInfo](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollect-_14) & MeshInfo, int32 StartInstanceIndex, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FTransform > NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport )


code: bool BatchUpdateInstancesTransforms ( [FGeometryCollectionMeshInfo](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollect-_14) & MeshInfo, int32 StartInstanceIndex, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport )


code: int32 GetNumDataPerInstance() const


description: Clear all ISM components and associated data

code: void Clear()


className: FISMIndex

code: typedef int32 FISMIndex


code: void RemoveISM ( const [FGeometryCollectionMeshInfo](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollect-_14) & MeshInfo )


className: FGeometryCollectionISMPool

description: A pool of ISMs.

code: struct FGeometryCollectionISMPool

FreeList

type: TArray< int32 >

ISMs

type: TArray<FGeomet...

MeshToISMIndex

type: TMap<FGeometry...


description: Return a type (or subtype) specific hash for sorting purposes

code: virtual SIZE_T GetTypeHash() const


description:
Determines the relevance of this primitive's elements to the given view. Called in the rendering thread.
The relevance of the primitive's elements to the view.

code: virtual [FPrimitiveViewRelevance](API\Runtime\Engine\FPrimitiveViewRelevance) GetViewRelevance ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


code: FGeometryCollectionISMPoolDebugDrawSceneProxy ( [UGeometryCollectionISMPoolDebugDrawComponent](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollect-_4) const * InComponent )


code: class FGeometryCollectionISMPoolDebugDrawSceneProxy : public [FDebugRenderSceneProxy](API\Runtime\Engine\FDebugRenderSceneProxy)


code: FGeometryCollectionLevelSetData()


className: FGeometryCollectionLevelSetData

code: struct FGeometryCollectionLevelSetData

MaxClusterLevelSetResolution

description: Resolution on the smallest axes for the level set. (def: 10)

MinClusterLevelSetResolution

description: Resolution on the smallest axes for the level set. (def: 5)


description: Adds a new mesh with instance count. We expect to only add a unique mesh instance once to each group. Returns a ID that can be used to update the instances.

code: [FMeshId](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollect-_13\FMeshId) AddMesh ( const [FGeometryCollectionStaticMeshInstance](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollect-_22) & MeshInstance, int32 InstanceCount, const [FGeometryCollectionMeshInfo](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollect-_14) & ISMInstanceInfo )


description: Update instance transforms for a group of instances.

code: bool BatchUpdateInstancesTransforms ( [FGeometryCollectionISMPool](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollect-_10) & ISMPool, [FMeshId](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollect-_13\FMeshId) MeshId, int32 StartInstanceIndex, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport )


code: bool BatchUpdateInstancesTransforms ( [FGeometryCollectionISMPool](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollect-_10) & ISMPool, [FMeshId](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollect-_13\FMeshId) MeshId, int32 StartInstanceIndex, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FTransform > NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport )


className: FMeshId

code: typedef int32 FMeshId


description: Remove all of our managed meshes and associated instances.

code: void RemoveAllMeshes ( [FGeometryCollectionISMPool](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollect-_10) & ISMPool )


className: FGeometryCollectionMeshGroup

description: A mesh group which is a collection of meshes and their relatedFGeometryCollectionMeshInfo. We group these with a single handle with the expectation that a client will want to own multiple meshs and release them together.

code: struct FGeometryCollectionMeshGroup

Meshes

description: Map from mesh instance description to the its index in the MeshInfo array.

MeshInfos

description: Array of allocated mesh infos.


className: FGeometryCollectionMeshInfo

description: Describes a group of instances within an ISM.

code: struct FGeometryCollectionMeshInfo

InstanceGroupIndex

type: FInstanceGroups...


className: FDataFlags

description: Data bit selection type.


code: const [Chaos::FRigidTransform3](API\Runtime\ChaosCore\Chaos\FRigidTransform3) & GetChildToParentMap ( int32 Index ) const


code: const int32 & GetCollisionParticlesSize ( int32 Index ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [Chaos::TConnectivityEdge](API\Runtime\Chaos\Chaos\TConnectivityEdge)< [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) > > & GetConnectivityEdges ( int32 Index ) const


code: const [Chaos::FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & GetF ( int32 Index ) const


code: const [Chaos::FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) *const & GetGeometry ( int32 Index ) const


code: const [Chaos::FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & GetGeometryBoxMax ( int32 Index ) const


code: const [Chaos::FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & GetGeometryBoxMin ( int32 Index ) const


code: const [Chaos::TUniformGrid](API\Runtime\Chaos\Chaos\TUniformGrid)< [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal), 3 > & GetGeometryLevelSetGrid ( int32 Index ) const


code: const [Chaos::FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & GetGeometrySphereCenter ( int32 Index ) const


code: const [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) & GetGeometrySphereRadius ( int32 Index ) const


code: const [Chaos::EImplicitObjectType](API\Runtime\Chaos\Chaos\EImplicitObjectType) & GetGeometryType ( int32 Index ) const


code: const [Chaos::FMatrix33](API\Runtime\ChaosCore\Chaos\FMatrix33) & GetI ( int32 Index ) const


code: const [Chaos::FMatrix33](API\Runtime\ChaosCore\Chaos\FMatrix33) & GetInvI ( int32 Index ) const


code: const [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) & GetInvM ( int32 Index ) const


code: const int32 & GetIsland ( int32 Index ) const


code: const [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) & GetM ( int32 Index ) const


code: const [Chaos::FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & GetP ( int32 Index ) const


code: const [Chaos::FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & GetPreV ( int32 Index ) const


code: const [Chaos::FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & GetPreW ( int32 Index ) const


code: const [Chaos::FRotation3](API\Runtime\ChaosCore\Chaos\FRotation3) & GetQ ( int32 Index ) const


code: const [Chaos::FRotation3](API\Runtime\ChaosCore\Chaos\FRotation3) & GetR ( int32 Index ) const


code: const [Chaos::FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & GetTorque ( int32 Index ) const


code: const [Chaos::FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & GetV ( int32 Index ) const


code: const [Chaos::FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & GetW ( int32 Index ) const


code: const [Chaos::FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & GetX ( int32 Index ) const


code: const bool & HasGeometryBoundingBoxm ( int32 Index ) const


description: Return whether the specified type of data has been copied during the last sync.

code: bool HasSyncedData ( EGeometryCollectionParticlesData Data ) const


code: const bool & IsDisabled ( int32 Index ) const


code: const bool & IsGeometryConvex ( int32 Index ) const


code: const bool & IsSleeping ( int32 Index ) const


description: Shorthand for both setting the flag and checking the data has already been synced.

code: bool RequestSyncedData ( EGeometryCollectionParticlesData Data ) const


description: Set all data type to copy at the next sync.

code: void SetAllDataSyncFlag() const


description: Set this data type to copy at the next sync.

code: void SetDataSyncFlag ( EGeometryCollectionParticlesData Data ) const


description: Copy the data of the specified set of particles/rigid body ids to this object.

code: void Sync ( [Chaos::FPhysicsSolver](API\Runtime\Chaos\Chaos\FPhysicsSolver) * Solver, const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & RigidBodyIds )


description: Return a string with the entire set of value for the synced data of the specified particle.

code: [FString](API\Runtime\Core\Containers\FString) ToString ( int32 Index, const TCHAR * Separator ) const


description: Constructor.

code: FGeometryCollectionParticlesData()


className: FGeometryCollectionParticlesData

description: Object holding selected particles data for a specific range of rigid body ids. Use SetDataSyncFlag, SetAllDataSyncFlag, or RequestSyncedData to have the required data made available at the next tick. Each time Sync is called, the particles' data is copied and the sync flags cleared. Use HasSyncedData or RequestSyncedData to check which data is available at any one time.

code: class FGeometryCollectionParticlesData


className: FGeometryCollectionProxyMeshData

code: struct FGeometryCollectionProxyMeshData

ProxyMeshes

type: TArray<TObject...


className: CrumblingRemovalTimer

code: static constexpr float CrumblingRemovalTimer = -1;


description: Add the relevant attributes

code: void DefineSchema()


className: DisabledBreakTimer

code: static constexpr float DisabledBreakTimer = -1;


className: DisabledPostBreakDuration

code: static constexpr float DisabledPostBreakDuration = -1;


description: Is this facade const access

code: bool IsConst() const


description: True if the removal is active for a specific piece

code: bool IsRemovalActive ( int32 TransformIndex ) const


description: Returns true if all the necessary attributes are present if not then the API can be used to create

code: bool IsValid() const


description: Add the necessary attributes if they are missing and initialize them if necessary

code: void SetAttributeValues ( const [GeometryCollection::Facades::FCollectionRemoveOnBreakFacade](API\Runtime\Chaos\GeometryCollection\Facades\FCollectionRemoveOnBreakFacade) & RemoveOnBreakFacade )


description:
Update break timer and return the matching decay
decay value computed from the timer and duration ( [0,1] range )

code: float UpdateBreakTimerAndComputeDecay ( int32 TransformIndex, float DeltaTime )


description: True if a specific transfom uses cluster crumbling

code: bool UseClusterCrumbling ( int32 TransformIndex ) const


code: FGeometryCollectionRemoveOnBreakDynamicFacade ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & InCollection )


description: Provides an API for the run time aspect of the remove on break feature this is to be used with the dynamic collection


description: Compute decay from elapsed timer and durantion attributes

code: float ComputeDecay ( int32 TransformIndex ) const


description:
Compute the slow moving state and update from the last position After calling this method, LastPosition will be updated with Position
true if the piece if the piece is considered slow moving

code: bool ComputeSlowMovingState ( int32 TransformIndex, const FVector & Position, float DeltaTime, [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) VelocityThreshold )


code: void SetAttributeValues ( const FVector2D & MaximumSleepTime, const FVector2D & RemovalDuration )


description: Update the sleep timer

code: void UpdateSleepTimer ( int32 TransformIndex, float DeltaTime )


code: FGeometryCollectionRemoveOnSleepDynamicFacade ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & InCollection )


description: Provides an API for the run time aspect of the remove on sleep feature this is to be used with the dynamic collection


MeshResourcesSize

description: Total size of the arrays for the MeshResources.

NaniteResourcesSize

description: Total size of the arrays for the NaniteResources.


code: bool ClusterChanged ( const [FGeometryCollectionClusterRep](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollect-_2) & Other ) const


code: uint8 GetMaskedValue &40; uint8 Mask, uint8 Offset &41; const


className: InternalClusterMask

code: static InternalClusterMask = 0b1;


className: InternalClusterOffset

code: static InternalClusterOffset = 3;


code: bool IsInternalCluster&40;&41; const


code: void SetInternalCluster &40; bool bInternalCluster &41;


code: void SetMaskedValue &40; uint8 Val, uint8 Mask, uint8 Offset &41;


code: void SetObjectState &40; Chaos::EObjectStateType State &41;


className: StateOffset

code: static StateOffset = 0;


className: StateMask

code: static StateMask = 0b111;


className: FClusterState

code: struct FClusterState


className: FGeometryCollectionClusterRep

description: Raw struct to serialize for network. We need to custom netserialize to optimize the vector serialize as much as possible and rather than have the property system iterate an array of reflected structs we handle everything in the NetSerialize for the container (FGeometryCollectionClusterRep)

code: struct FGeometryCollectionClusterRep

ClusterState

type: FClusterState

Rotation

type: FQuat


description: Just test version to skip having to traverse the whole pose array for replication.

code: bool Identical ( const [FGeometryCollectionRepData](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollect-_20) * Other, uint32 PortFlags ) const


code: bool NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, class [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * Map, bool & bOutSuccess )


code: FGeometryCollectionRepData()


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


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


code: FGeometryCollectionSizeSpecificData()


className: FGeometryCollectionSizeSpecificData

CollisionShapes

description: Collision Shapes allow kfor multiple collision types per rigid body.

DamageThreshold

description: Max number of particles.

MaxSize

type: float

description: The max size these settings apply to


code: bool operator== ( const [FGeometryCollectionStaticMeshInstance](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollect-_22) & Other ) const


className: FGeometryCollectionStaticMeshInstance

description: A mesh with potentially overriden materials and ISM property description. We batch instances into ISMs that have equivalent values for this structure.

Desc

type: FISMComponentDe...

MaterialsOverrides

type: TArray<UMateri...

StaticMesh

type: UStaticMesh...


CollisionParticlesFraction

description: Number of particles on the triangulated surface to use for collisions.

MaximumCollisionParticles

description: Max number of particles.


code: FGeometryCollectionCollisionTypeData()


className: FGeometryCollectionCollisionTypeData

CollisionMarginFraction

description: A collision margin is a fraction of size used by some boxes and convex shapes to improve collision detection results.

CollisionObjectReductionPercentage

description: Uniform scale on the collision body. (def: 0)

CollisionParticles

type: FGeometryCollec...

description: Collision Particle data for surface samples during Particle-LevelSet collisions.

CollisionType

type: ECollisionTypeE...

description: CollisionType defines how to initialize the rigid collision structures.

ImplicitType

type: EImplicitTypeEn...

LevelSet

description: LevelSet Resolution data for rasterization.


className: FGeometryCollectionRepData

description: Replicated data for a geometry collection when bEnableReplication is true for that component. See UGeomtryCollectionComponent::UpdateRepData

code: struct FGeometryCollectionRepData

bIsRootAnchored

type: bool

description: Is the root particle of the GC currently anchored.

Clusters

description: Array of cluster data requires to synchronize clients.

OneOffActivated

description: Array of one off pieces that became activated.

RepDataReceivedTime

type: TOptional< floa...

description: The sim-time that this rep data was received.

ServerFrame

description: For Network Prediction Mode we require the frame number on the server when the data was gathered.

Version

description: Version counter, every write to the rep data is a new state so Identical only references this version as there's no reason to compare the Poses array.


code: FGeometryCollectionCreationParameters ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) & GeometryCollection, bool ReCalculateNormalsIn, bool ReCalculateTangetsIn )


className: FGeometryCollectionCreationParameters


bEnabled

description: Whether or not damage propagation is enabled.

BreakDamagePropagationFactor

description: Factor of the remaining strain propagated through the connection graph after a piece breaks.

ShockDamagePropagationFactor

description: Factor of the received strain propagated throug the connection graph if the piece did not break.


description: Add the necessary attributes if they are missing and initialize them if necessary

code: void AddAttributes()


description: Get decay value for a specific transform index

code: float GetDecay ( int32 TransformIndex ) const


description: Get the size of the decay attribute - this should match the number of transforms of the collection

code: int32 GetDecayAttributeSize() const


description: Returns true if all the necessary attributes are present if not then the API can be used to create

code: bool IsValid() const


description: Set decay value for a specific transform index

code: void SetDecay ( int32 TransformIndex, float DecayValue )


code: FGeometryCollectionDecayDynamicFacade ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & InCollection )


className: FGeometryCollectionDecayDynamicFacade

description: Provides an API for decay related attributes ( use for remove on break and remove on sleep )


code: FGeometryCollectionEmbeddedExemplar()


code: FGeometryCollectionEmbeddedExemplar ( [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) NewExemplar )


className: FGeometryCollectionEmbeddedExemplar

StaticMeshExemplar

type: FSoftObjectPath


description: Appends instanced mesh indices

code: static void AppendAutoInstanceMeshIndices ( [UGeometryCollection](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollection) * GeometryCollectionObject, int32 FromTransformIndex, const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & Materials )


code: static void AppendGeometryCollectionInstancedMeshes ( const [UGeometryCollection](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollection) * SourceGeometryCollectionObject, [UGeometryCollection](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollection) * TargetGeometryCollectionObject, int32 TargetTransformStartIndex )


code: static int32 AppendGeometryCollectionMaterials ( const [UGeometryCollection](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollection) * SourceGeometryCollection, const [UGeometryCollectionComponent](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollect-) * GeometryCollectionComponent, [UGeometryCollection](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollection) * TargetGeometryCollectionObject )


description:
Appends a GeometryCollection to another GeometryCollection.
true if succeeded in appending a geometry collection

code: static bool AppendGeometryCollection ( const [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * SourceGeometryCollection, int32 MaterialStartIndex, const FTransform & GeometryCollectionTransform, [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * TargetGeometryCollection, bool bReindexMaterials )


description: Appends a GeometryCollection to a GeometryCollectionComponent.

code: static void AppendGeometryCollection ( const [UGeometryCollection](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollection) * SourceGeometryCollection, const [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & Materials, const FTransform & GeometryCollectionTransform, [UGeometryCollection](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollection) * TargetGeometryCollectionObject, bool ReindexMaterials )


code: static void AppendGeometryCollection ( const [UGeometryCollection](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollection) * SourceGeometryCollection, const [UGeometryCollectionComponent](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollect-) * GeometryCollectionComponent, const FTransform & GeometryCollectionTransform, [UGeometryCollection](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollection) * TargetGeometryCollectionObject, bool ReindexMaterials )


description: Appends a GeometryCollectionSource to a GeometryCollection

code: static void AppendGeometryCollectionSource ( const [FGeometryCollectionSource](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollectionSource) & GeometryCollectionSource, [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) & GeometryCollectionInOut, [TArray](API\Runtime\Core\Containers\TArray)< [UMaterial](API\Runtime\Engine\Materials\UMaterial) * > & MaterialsInOut, bool ReindexMaterials )


description: Appends materials to a GeometryCollectionComponent.

code: static int32 AppendMaterials ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & Materials, [UGeometryCollection](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollection) * GeometryCollectionObject, bool bAddInteriorCopy )


description: Appends a MeshDescription to a GeometryCollection.

code: static void AppendMeshDescription ( const [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) * MeshDescription, const [FString](API\Runtime\Core\Containers\FString) & Name, int32 StartMaterialIndex, const FTransform & StaticMeshTransform, [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * BodySetup, bool bReindexMaterials, bool bAddInternalMaterials, bool bSetInternalFromMaterialIndex )


description: Appends a skeletal mesh to a GeometryCollectionComponent.

code: static void AppendSkeletalMesh ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const FTransform & SkeletalMeshTransform, [UGeometryCollection](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollection) * GeometryCollection, bool bReindexMaterials )


description: Appends a skeletal mesh to a GeometryCollection.

code: static bool AppendSkeletalMesh ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, int32 MaterialStartIndex, const FTransform & SkeletalMeshTransform, [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) * InCollection, bool bReindexMaterials )


code: static int32 AppendSkeletalMeshMaterials ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, [UGeometryCollection](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollection) * GeometryCollectionObject )


description: Appends a skeleton mesh to a GeometryCollection.

code: static void AppendSkeleton ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const FTransform & SkeletalMeshTransform, [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) * InCollection )


description:
Appends a static mesh to a GeometryCollectionComponent.
true if succeeded in appending a mesh

code: static bool AppendStaticMesh ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & Materials, const FTransform & StaticMeshTransform, [UGeometryCollection](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollection) * GeometryCollectionObject, bool bReindexMaterials, bool bAddInternalMaterials, bool bSplitComponents, bool bSetInternalFromMaterialIndex )


description:
TODO: consider having the below fn return bool, and have a helper that returns the StartMaterialIndex fromUGeometryCollectionbefore any materials are actually added, so we can call the AppendMaterial function after, and not need to use its return value ... This would let the is-there-a-valid-mesh logic live inside this function NOTE: and similar change will need to propagate to similar places ... Appends a static mesh to a GeometryCollectionComponent.
true if succeeded in appending a mesh

code: static bool AppendStaticMesh ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 StartMaterialIndex, const FTransform & StaticMeshTransform, [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, bool bReindexMaterials, bool bAddInternalMaterials, bool bSplitComponents, bool bSetInternalFromMaterialIndex )


description: Appends a static mesh to a GeometryCollectionComponent.

code: static void AppendStaticMesh ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent, const FTransform & StaticMeshTransform, [UGeometryCollection](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollection) * GeometryCollection, bool bReindexMaterials, bool bAddInternalMaterials, bool bSplitComponents, bool bSetInternalFromMaterialIndex )


description: Get a HiRes (or LOD 0 if no HiRes available) MeshDescription for the given static mesh, and make sure it includes normals and tangents. (i.e., to pass to AppendMeshDescription)

code: static [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) * GetMaxResMeshDescriptionWithNormalsAndTangents ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


code: static const [FSkeletalMeshLODRenderData](API\Runtime\Engine\Rendering\FSkeletalMeshLODRenderData) * GetSkeletalMeshLOD ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, int32 LOD )


className: FGeometryCollectionEngineConversion

description: The public interface to this module


code: ~FGeometryCollectionEdit()


className: FGeometryCollectionEdit

description: This will force any simulating geometry collection out of the solver so it can be edited and afterwards will recreate the proxy The update can also be specified to reset the dynamic collection

code: class FGeometryCollectionEdit


description: Add a group to the ISM. Returns the group index.

code: [FInstanceGroups::FInstanceGroupId](API\Runtime\GeometryCollectionEngine\GeometryCollection\FInstanceGroups\FInstanceGroupId) AddInstanceGroup ( int32 InstanceCount, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > CustomDataFloats )


code: FGeometryCollectionISM ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwmingActor, const [FGeometryCollectionStaticMeshInstance](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollect-_22) & InMeshInstance )


code: FGeometryCollectionSource()


className: FGeometryCollectionISM

description: Structure containting all info for a single ISM.

code: struct FGeometryCollectionISM

InstanceGroups

type: FInstanceGroups

description: Groups of instances allocated in the ISM.

InstanceIndexToRenderIndex

type: TArray< int32 >

description: Mapping from our instance index to the ISM Component index.

ISMComponent

type: TObjectPtr<UIn...

description: Created ISM component.

MeshInstance

description: Unique description of ISM component settings.

RenderIndexToInstanceIndex

description: Mapping from the ISM Component index to our instance index .


code: FGeometryCollectionEdit ( [UGeometryCollectionComponent](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollect-) * InComponent, [GeometryCollection::EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) EditUpdate, bool bShapeIsUnchanged, bool bPropagateToAllMatchingComponents )


code: FGeometryCollectionSource ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & SourceSoftObjectPath, const FTransform & ComponentTransform, const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) >> & SourceMaterials, bool bSplitComponents, bool bSetInternalFromMaterialIndex )


className: FGeometryCollectionSource

code: struct FGeometryCollectionSource

bAddInternalMaterials

description: (Legacy) Whether source materials will be duplicated to create new slots for internal materials, or existing odd materials will be considered internal.

bSetInternalFromMaterialIndex

description: Whether to set the 'internal' flag for faces with odd-numbered materials slots.

bSplitComponents

description: Whether individual source mesh components should be split into separate pieces of geometry based on mesh connectivity.

InstanceCustomData

type: TArray< float >

LocalTransform

type: FTransform


description: Add a new group range.

code: [FInstanceGroupId](API\Runtime\GeometryCollectionEngine\GeometryCollection\FInstanceGroups\FInstanceGroupId) AddGroup ( int32 Count )


className: FInstanceGroupId

code: typedef int32 FInstanceGroupId


code: FInstanceGroupRange &40; int32 InStart, int32 InCount &41;


className: FInstanceGroupRange

description: A single continuous range associated with an FInstanceGroupId.

code: struct FInstanceGroupRange


description: Returns the maximum instance index that we have allocated in a group.

code: int32 GetMaxInstanceIndex() const


description: Returns true if no groups ranges are in use.

code: bool IsEmpty() const


description: Remove a group range.

code: void RemoveGroup ( [FInstanceGroupId](API\Runtime\GeometryCollectionEngine\GeometryCollection\FInstanceGroups\FInstanceGroupId) GroupId )


description: Reset all contents.

code: void Reset()


className: FInstanceGroups

description: Structure containing a set of allocated instance ranges in anFGeometryCollectionISMwhich is the manager for a single ISM component. The instance ranges don't change once allocated, and aren't the same as the actual render indices in the ISM. The reason that we don't store the the actual ISM render indices is that ISM component is free to reorder its instances whenever it likes.

code: struct FInstanceGroups

FreeList

type: TArray<FInstan...


code: bool operator== ( const [FISMComponentDescription](API\Runtime\GeometryCollectionEngine\GeometryCollection\FISMComponentDescription) & Other ) const


className: FISMComponentDescription

description: A description for an ISM component.

code: struct FISMComponentDescription

Tags

type: TArray<FName>


className: FOnChaosCrumblingEvent

code: class FOnChaosCrumblingEvent


className: FOnChaosBreakEvent

code: class FOnChaosBreakEvent


className: FOnChaosRemovalEvent

code: class FOnChaosRemovalEvent


code: static void BuildParams ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Caller, const [AActor](API\Runtime\Engine\GameFramework\AActor) * OwningActor, const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelMeshComponent, const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * PhysicsAsset, [FSkeletalMeshPhysicsProxyParams](API\Runtime\Chaos\PhysicsProxy\FSkeletalMeshPhysicsProxyParams) & OutParams )


code: static bool UpdateAnimState ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Caller, const [AActor](API\Runtime\Engine\GameFramework\AActor) * OwningActor, const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelMeshComponent, const float Dt, [FSkeletalMeshPhysicsProxyParams](API\Runtime\Chaos\PhysicsProxy\FSkeletalMeshPhysicsProxyParams) & OutParams )


className: FPhysicsAssetSimulationUtil

code: struct FPhysicsAssetSimulationUtil


code: void AddHighlightedBone ( int32 BoneIndex )


code: void AddSelectedBone ( int32 BoneIndex )


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


code: void ClearSelectedBone ( int32 BoneIndex )


code: bool GetEnableBoneSelection() const


code: void FilterSelectionToLevel ( bool bPreferLowestOnly )


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


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


code: bool GetShowBoneColors() const


code: int32 GetMaxSelectedLevel ( bool bOnlyRigid ) const


code: int GetViewLevel()


code: bool IsBoneHighlighted ( int BoneIndex ) const


code: bool IsBoneSelected ( int BoneIndex ) const


className: RandomColors

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > RandomColors;


code: void ResetBoneSelection()


code: void ResetHighlightedBones()


code: void SetEnableBoneSelection ( bool ShowSelectedBonesIn )


code: void SelectBones ( [GeometryCollection::ESelectionMode](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-) SelectionMode )


code: void SetLevelViewMode ( int ViewLevel )


code: void SetHighlightedBones ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & HighlightedBonesIn, bool bHighlightChildren )


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


code: bool IsSelectionValidAtLevel ( int32 TargetLevel ) const


code: void SetShowBoneColors ( bool ShowBoneColorsIn )


code: void ToggleSelectedBones ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SelectedBonesIn, bool bAdd, bool bSnapToLevel )


code: FScopedColorEdit ( [UGeometryCollectionComponent](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollect-) * InComponent, bool bForceUpdate )


code: ~FScopedColorEdit()


className: FScopedColorEdit

code: class FScopedColorEdit


code: namespace GeometryCollection { enum ESelectionMode { None = 0, AllGeometry, InverseGeometry, Siblings, Neighbors, Parent, Children, Level, Leaves, Clusters, } }


description: Type of updates used at the end of an edit operation.

code: namespace GeometryCollection { enum EEditUpdate { None = 0, Rest = 1 << 0, Physics = 1 << 1, Dynamic = 1 << 2, RestPhysics = Rest | Physics, RestPhysicsDynamic = Rest | Physics | Dynamic, } }


code: namespace GeometryCollectionEngineUtility { void GeometryCollectionEngineUtility::PrintDetailedStatistics ( const [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, const [UGeometryCollectionCache](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollectionCache) * InCache ) }


code: namespace GeometryCollectionEngineUtility { void GeometryCollectionEngineUtility::PrintDetailedStatisticsSummary ( const [TArray](API\Runtime\Core\Containers\TArray)< const [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * > GeometryCollectionArray ) }


code: namespace GeometryCollectionEngineUtility { void GeometryCollectionEngineUtility::ComputeTangents ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection ) }


code: namespace GeometryCollectionEngineUtility { void GeometryCollectionEngineUtility::ComputeNormals ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection ) }


code: namespace GeometryCollection { [EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) & GeometryCollection::operator|= ( [EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) & Lhs, [EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) Rhs ) }


code: namespace GeometryCollection { [EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) & GeometryCollection::operator^= ( [EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) & Lhs, [EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) Rhs ) }


code: namespace GeometryCollection { [EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) & GeometryCollection::operator&= ( [EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) & Lhs, [EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) Rhs ) }


code: namespace GeometryCollection { constexpr [EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) GeometryCollection::operator| ( [EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) Lhs, [EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) Rhs ) }


code: namespace GeometryCollection { constexpr [EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) GeometryCollection::operator& ( [EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) Lhs, [EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) Rhs ) }


code: namespace GeometryCollection { constexpr [EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) GeometryCollection::operator^ ( [EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) Lhs, [EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) Rhs ) }


code: namespace GeometryCollection { constexpr bool GeometryCollection::operator! ( [EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) E ) }


code: namespace GeometryCollection { constexpr [EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) GeometryCollection::operator~ ( [EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) E ) }


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


code: virtual [HHitProxyType](API\Runtime\Engine\HHitProxyType) * GetType() const


code: static [HHitProxyType](API\Runtime\Engine\HHitProxyType) * StaticGetType()


code: HGeometryCollection ( [UGeometryCollectionComponent](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollect-) * InGeometryCollectionComponent, int32 InBoneIndex )


className: HGeometryCollection

description: HitProxy with transform index information.

code: struct HGeometryCollection : public [HHitProxy](API\Runtime\Engine\HHitProxy)

Component

type: TObjectPtr<UGe...


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


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()


className: IGeometryCollectionComponentPlugin

description: The public interface to this module

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


code: void OnRegisterGeometryCollection ( [UGeometryCollectionComponent](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollect-) const & InComponent )


code: void OnUnregisterGeometryCollection()


code: void UpdateRootTransform ( [UGeometryCollection](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollection) const & InGeometryCollection, FTransform const & InRootTransform )


code: void UpdateState ( [UGeometryCollection](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollection) const & InGeometryCollection, FTransform const & InComponentTransform, bool bInIsBroken, bool bInIsVisible )


code: void UpdateTransforms ( [UGeometryCollection](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollection) const & InGeometryCollection, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FTransform > InTransforms )


description: Deprecated* Use FTransform version of UpdateTransforms instead

code: virtual void UpdateTransforms ( [UGeometryCollection](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollection) const & InGeometryCollection, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FMatrix > InMatrices )


code: [UGeometryCollectionCache](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollectionCache) * GetCacheForCollection ( const [UGeometryCollection](API\Runtime\GeometryCollectionEngine\GeometryCollection\UGeometryCollection) * InCollection )


className: ITargetCacheProvider

description: Provider for target caches when recording is requested but we don't have a target cache Initial purpose is to allow an opaque way to call some editor system to generate new assets but this could be expanded later for runtime recording and playback if the need arises

code: class ITargetCacheProvider : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


className: WithIdentical

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


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


className: WithNetSerializer

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


className: WithPostSerialize

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


className: WithSerializer

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


className: WithSerializerObjectReferences

code: static WithSerializerObjectReferences = EPropertyObjectReferenceType::None;


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


description: Add a force to a single rigid body. This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.

code: virtual void AddForce ( FVector Force, [FName](API\Runtime\Core\UObject\FName) BoneName, bool bAccelChange )


description: Add a force to a single rigid body at a particular location in world space. This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.

code: virtual void AddForceAtLocation ( FVector Force, FVector Location, [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Add an impulse to a single rigid body. Good for one time instant burst.

code: virtual void AddImpulse ( FVector Impulse, [FName](API\Runtime\Core\UObject\FName) BoneName, bool bVelChange )


description: Add an impulse to a single rigid body at a specific location.

code: virtual void AddImpulseAtLocation ( FVector Impulse, FVector Location, [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Add a force to all bodies in this component, originating from the supplied world-space location.

code: virtual void AddRadialForce ( FVector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bAccelChange )


description: Add an impulse to all rigid bodies in this component, radiating out from the specified position.

code: virtual void AddRadialImpulse ( FVector Origin, float Radius, float Strength, enum ERadialImpulseFalloff Falloff, bool bVelChange )


description: Add a torque to a single rigid body.

code: virtual void AddTorqueInRadians ( FVector Torque, [FName](API\Runtime\Core\UObject\FName) BoneName, bool bAccelChange )


description: Apply angular velocity on specific piece

code: void ApplyAngularVelocity ( int32 ItemIndex, const FVector & AngularVelocity )


description: Apply linear velocity on breaking pieces for a specific cluster If ItemIndex does not represent a cluster this will do nothing

code: void ApplyBreakingAngularVelocity ( int32 ItemIndex, const FVector & AngularVelocity )


description: Apply default values from asset ( damage related data and physics material )

code: void ApplyAssetDefaults()


code: void ApplyBreakingLinearVelocity ( int32 ItemIndex, const FVector & LinearVelocity )


description: Apply an external strain to specific piece of the geometry collection

code: void ApplyExternalStrain ( int32 ItemIndex, const FVector & Location, float Radius, int32 PropagationDepth, float PropagationFactor, float Strain )


description: Apply an internal strain to specific piece of the geometry collection

code: void ApplyInternalStrain ( int32 ItemIndex, const FVector & Location, float Radius, int32 PropagationDepth, float PropagationFactor, float Strain )


description: SetDynamicState This function will dispatch a command to the physics thread to apply a kinematic to dynamic state change for the geo collection particles within the field.

code: void ApplyKinematicField ( float Radius, FVector Position )


description: Apply linear velocity on specific piece

code: void ApplyLinearVelocity ( int32 ItemIndex, const FVector & LinearVelocity )


description: AddPhysicsField This function will dispatch a command to the physics thread to apply a generic evaluation of a user defined transient field network. See documentation, for examples of how to recreate variations of the above generic fields using field networks

code: void ApplyPhysicsField ( bool Enabled, EGeometryCollectionPhysicsTypeEnum Target, [UFieldSystemMetaData](API\Runtime\FieldSystemEngine\Field\UFieldSystemMetaData) * MetaData, [UFieldNodeBase](API\Runtime\FieldSystemEngine\Field\UFieldNodeBase) * Field )


description: Used to detach physics objects before simulation begins. This is needed because at runtime we can't have simulated objects inside the attachment hierarchy

code: virtual void BeginPlay()


description: Override this function to implement custom logic to be executed every physics step. Only executes if the component is registered, and also bAsyncPhysicsTick must be set to true.

code: virtual void AsyncPhysicsTickComponent ( float DeltaTime, float SimTime )


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

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


description: Calculate the local bounds of the component. Default behavior is calling CalcBounds with an identity transform.

code: virtual FBoxSphereBounds CalcLocalBounds() const


code: void CalculateLocalBounds()


description: Deprecated* Use FTransform version of ComputeBounds instead

code: FBox ComputeBounds ( const FMatrix & LocalToWorldWithScale ) const


code: void CalculateGlobalMatrices()


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

code: virtual bool CanEditSimulatePhysics()


code: FBox ComputeBounds ( const FTransform & LocalToWorldWithScale ) const


description: Deprecated* Use ComputeBoundsFromComponentSpaceTransforms instead

code: FBox ComputeBoundsFromGlobalMatrices ( const FMatrix & LocalToWorldWithScale, const [TArray](API\Runtime\Core\Containers\TArray)< FMatrix > & GlobalMatricesArray ) const


code: FBox ComputeBoundsFromComponentSpaceTransforms ( const FTransform & LocalToWorldWithScale, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & ComponentSpaceTransformsArray ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * > CreateProxyComponents() const


description: This is called concurrently on multiple threads (but never the same component concurrently)

code: virtual void CreateRenderState_Concurrent ( [FRegisterComponentContext](API\Runtime\Engine\Components\FRegisterComponentContext) * Context )


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description: Crumbe active clusters for this entire geometry collection this will apply to internal and regular clusters

code: void CrumbleActiveClusters()


description: Crumbe a cluster into all its pieces

code: void CrumbleCluster ( int32 ItemIndex )


code: void DispatchBreakEvent ( const [FChaosBreakEvent](API\Runtime\Engine\Physics\Experimental\FChaosBreakEvent) & Event )


description: Implementing classes should override to dispatch whatever blueprint events they choose to offer

code: virtual void DispatchChaosPhysicsCollisionBlueprintEvents ( const [FChaosPhysicsCollisionInfo](API\Runtime\ChaosSolverEngine\Chaos\FChaosPhysicsCollisionInfo) & CollisionInfo )


code: void DispatchCrumblingEvent ( const [FChaosCrumblingEvent](API\Runtime\Engine\Physics\Experimental\FChaosCrumblingEvent) & Event )


code: void DispatchRemovalEvent ( const [FChaosRemovalEvent](API\Runtime\Engine\Physics\Experimental\FChaosRemovalEvent) & Event )


description: Issue a field command for the physics thread

code: void DispatchFieldCommand ( const [FFieldSystemCommand](API\Runtime\Chaos\Field\FFieldSystemCommand) & InCommand )


description:
Collects custom navigable geometry of component.
true if regular navigable geometry exporting should be run as well

code: virtual bool DoCustomNavigableGeometryExport ( [FNavigableGeometryExport](API\Runtime\Engine\AI\FNavigableGeometryExport) & GeomExport ) const


description: Return true if socket with the given name exists

code: virtual bool DoesSocketExist ( [FName](API\Runtime\Core\UObject\FName) InSocketName ) const


code: [FScopedColorEdit](API\Runtime\GeometryCollectionEngine\GeometryCollection\FScopedColorEdit) EditBoneSelection ( bool bForceUpdate )


code: [FGeometryCollectionEdit](API\Runtime\GeometryCollectionEngine\GeometryCollection\FGeometryCollectionEdit) EditRestCollection ( [GeometryCollection::EEditUpdate](API\Runtime\GeometryCollectionEngine\GeometryCollection\GeometryCollecti-_1) EditUpdate, bool bShapeIsUnchanged )


code: int32 EmbeddedIndexToTransformIndex ( const [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * ISMComponent, int32 InstanceIndex ) const


description: Enable/disable the scene proxy per transform selection mode. When disabled the per material id default selection is used instead.

code: void EnableTransformSelectionMode ( bool bEnable )


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: Blueprint event


code: typedef TMulticastDelegate_NoParams< void > FOnGeometryCollectionPropertyChangedMulticaster


className: FOnGeometryCollectionPropertyChanged


description: Force render after constant data changes (such as visibility, or hitproxy subsections). Will also work while paused.

code: void ForceRenderUpdateConstantData()


description: Force render after dynamic data changes (such as transforms). Will also work while paused.

code: void ForceRenderUpdateDynamicData()


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


code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & GetBoneColorArray() const


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

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


code: [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & GetBoneColorArrayCopyOnWrite()


code: void GetBoneColors ( [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & OutColors ) const


code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & GetBoneColorArrayRest() const


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


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


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


code: [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [FString](API\Runtime\Core\Containers\FString) > & GetBoneNameArrayCopyOnWrite()


code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [FString](API\Runtime\Core\Containers\FString) > & GetBoneNameArrayRest() const


description: Transform group

code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [FString](API\Runtime\Core\Containers\FString) > & GetBoneNameArray() const


code: const int GetBoneSelectedMaterialID() const


code: [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FBox > & GetBoundingBoxArrayCopyOnWrite()


code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FBox > & GetBoundingBoxArray() const


code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FBox > & GetBoundingBoxArrayRest() const


code: [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [TSet](API\Runtime\Core\Containers\TSet)< int32 > > & GetChildrenArrayCopyOnWrite()


code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [TSet](API\Runtime\Core\Containers\TSet)< int32 > > & GetChildrenArrayRest() const


code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [TSet](API\Runtime\Core\Containers\TSet)< int32 > > & GetChildrenArray() const


code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & GetColorArray() const


code: [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & GetColorArrayCopyOnWrite()


code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & GetColorArrayRest() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > GetComponentSpaceTransforms()


code: [TArray](API\Runtime\Core\Containers\TArray)< float > GetDamageThreshold() const


description: RestCollection


code: const [TArray](API\Runtime\Core\Containers\TArray)< bool > & GetDisabledFlags() const


code: const [FGeometryDynamicCollection](API\Runtime\Chaos\FGeometryDynamicCollection) * GetDynamicCollection() const


code: bool GetEnableBoneSelection() const


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


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


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


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


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


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


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


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


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


description: Used by Niagara DI to query global matrices rather than recalculating them again

code: [TArray](API\Runtime\Core\Containers\TArray)< FMatrix > GetGlobalMatrices()


code: void GetHiddenTransforms ( [TArray](API\Runtime\Core\Containers\TArray)< bool > & OutHiddenTransforms ) const


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


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


code: [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FIntVector > & GetIndicesArrayCopyOnWrite()


description: Combine the commands from the input field assets

code: void GetInitializationCommands ( [TArray](API\Runtime\Core\Containers\TArray)< [FFieldSystemCommand](API\Runtime\Chaos\Field\FFieldSystemCommand) > & CombinedCommmands )


description: Get the initial level of a specific piece Initial level means the level as it is in the unbroken state

code: int32 GetInitialLevel ( int32 ItemIndex )


description: Get the initial rest transforms in component (local) space space, they are the transforms as defined in the rest collection asset

code: [TArray](API\Runtime\Core\Containers\TArray)< FTransform > GetInitialLocalRestTransforms() const


description: Faces Group

code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FIntVector > & GetIndicesArray() const


code: [FPhysScene_Chaos](API\Runtime\Engine\Physics\Experimental\FPhysScene_Chaos) * GetInnerChaosScene() const


code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FIntVector > & GetIndicesArrayRest() const


code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< float > & GetInnerRadiusArray() const


code: [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< float > & GetInnerRadiusArrayCopyOnWrite()


code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< float > & GetInnerRadiusArrayRest() const


code: [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< bool > & GetInternalArrayCopyOnWrite()


code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< bool > & GetInternalArrayRest() const


code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< bool > & GetInternalArray() const


code: bool GetIsObjectDynamic() const


code: bool GetIsObjectLoading()


description: Get local bounds of the geometry collection

code: FBox GetLocalBounds() const


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

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


description: Get mass and extent of a specific piece

code: void GetMassAndExtents ( int32 ItemIndex, float & OutMass, FBox & OutExtents )


description:
Returns the material used by the element at the specified index
the material used by the indexed element of this mesh.

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterial ( int32 ElementIndex ) const


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


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