description:
Retrieve the Color parameter value for the given name.
true Parameter was found - OutColor is valid false Parameter was not found - OutColor is invalid

code: virtual bool GetColorParameter ( const [FName](API\Runtime\Core\UObject\FName) InName, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor )


description: Decide which detail mode should be applied to this particle system. If we have an editor override specified, use that. Otherwise use the global cached value

module: Engine

code: int32 GetCurrentDetailMode() const


description: This function actually does the work for theGetDetailedInfo()and is virtual. It should only be called from GetDetailedInfo as GetDetailedInfo is safe to call on NULL object pointers

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


description:
Retrieve the Float parameter value for the given name.
true Parameter was found - OutFloat is valid false Parameter was not found - OutFloat is invalid

code: virtual bool GetFloatParameter ( const [FName](API\Runtime\Core\UObject\FName) InName, float & OutFloat )


description: Get the referenced FXSystem asset.

code: virtual [UFXSystemAsset](API\Runtime\Engine\Particles\UFXSystemAsset) * GetFXSystemAsset() const


description: Get the LOD level of the particle system

code: virtual int32 GetLODLevel()


code: const FVector3f & GetLWCTile() const


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


description:
Retrieve the Material parameter value for the given name.
true Parameter was found - OutMaterial is valid false Parameter was not found - OutMaterial is invalid

code: virtual bool GetMaterialParameter ( const [FName](API\Runtime\Core\UObject\FName) InName, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) *& OutMaterial )


description:
Returns full material property path andUObjectowner property object Path examples: Material property path with array element and inner struct Materials[0].InnerStruct.Material Material property path with array element Materials[0] Simple material property path Materials
true if that was successfully resolved and component has material

code: virtual bool GetMaterialPropertyPath ( int32 ElementIndex, [UObject](API\Runtime\CoreUObject\UObject\UObject) *& OutOwner, [FString](API\Runtime\Core\Containers\FString) & OutPropertyPath, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutProperty )


description: Returns a named material. If this named material is not found, returns NULL.

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetNamedMaterial ( [FName](API\Runtime\Core\UObject\FName) InName ) const


description: Returns the index into the EmitterMaterials array for this named. If there are no named material slots or this material is not found, INDEX_NONE is returned.

code: virtual int32 GetNamedMaterialIndex ( [FName](API\Runtime\Core\UObject\FName) InName ) const


description: Returns the name associated with the passed in material, returns NAME_None if it is not found

code: virtual [FName](API\Runtime\Core\UObject\FName) GetNameForMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial ) const


description: Get the current number of active particles in this system

code: int32 GetNumActiveParticles() const


description: Return number of material elements in this primitive

code: virtual int32 GetNumMaterials() const


description: Fills the passed array with all trail emitters associated with a particular object.

code: virtual void GetOwnedTrailEmitters ( [TrailEmitterArray](API\Runtime\Engine\Particles\UParticleSystemComponent\TrailEmitterArray) & OutTrailEmitters, const void * InOwner, bool bSetOwner )


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


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


description: Enumerates the streaming textures/meshes used by the primitive.

code: virtual void GetStreamingRenderAssetInfo ( [FStreamingTextureLevelContext](API\Runtime\Engine\Engine\FStreamingTextureLevelContext) & LevelContext, [TArray](API\Runtime\Core\Containers\TArray)< [FStreamingRenderAssetPrimitiveInfo](API\Runtime\Engine\Engine\FStreamingRenderAssetPrimitiveIn-) > & OutStreamingRenderAssets ) const


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

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


description: Retrieves the materials used in this component

code: virtual void GetUsedMaterials ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & OutMaterials, bool bGetDebugMaterials ) const


description:
Retrieve the Vector parameter value for the given name.
true Parameter was found - OutVector is valid false Parameter was not found - OutVector is invalid

code: virtual bool GetVectorParameter ( const [FName](API\Runtime\Core\UObject\FName) InName, FVector & OutVector )


code: [FParticleSystemWorldManager](API\Runtime\Engine\Particles\FParticleSystemWorldManager) * GetWorldManager() const


description: If particles have not already been initialised (ie. EmitterInstances created) do it now.

code: virtual void InitParticles()


description: Returns whether this component has tick enabled or not

code: virtual bool IsComponentTickEnabled() const


code: int32 IsPendingManagerRemove() const


description: Overridable check for a component to indicate to its Owner that it should prevent the Actor from auto destroying when finished

code: virtual bool IsReadyForOwnerToAutoDestroy() const


description: Called when AttachParent changes, to allow the scene to update its attachment state.

code: virtual void OnAttachmentChanged()


description: Called after a child scene component is attached to this component. Note: Do not change the attachment state of the child during this call.

code: virtual void OnChildAttached ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * ChildComponent )


description: Called after a child scene component is detached from this component. Note: Do not change the attachment state of the child during this call.

code: virtual void OnChildDetached ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * ChildComponent )


description: Allows components to handle an EOF update happening mid tick. Can be used to block on in-flight async tasks etc. This should ensure the the component's tick is complete so that it's render update is correct.


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

code: virtual void OnRegister()


description: When the overall significance for the component is changed.

code: void OnSignificanceChanged ( bool bSignificant, bool bApplyToEmitters, bool bAsync )


className: OnSystemPreActivationChange

description: Static delegate called for all systems on an activation change.


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


description: Orients the Z axis of the ParticleSystemComponent toward the camera while preserving the X axis direction

code: void OrientZAxisTowardCamera()


description: Collision Handling...

code: virtual bool ParticleLineCheck ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, [AActor](API\Runtime\Engine\GameFramework\AActor) * SourceActor, const FVector & End, const FVector & Start, const FVector & HalfExtent, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


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

code: virtual void PostLoad()


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

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


description: Deactivates this system and releases it to the pool on completion. Usage of this PSC reference after this call is unsafe. You should clear out your references to it.

code: virtual void ReleaseToPool()


description: Record a collision event.

code: void ReportEventCollision ( const [FName](API\Runtime\Core\UObject\FName) InEventName, const float InEmitterTime, const FVector InLocation, const FVector InDirection, const FVector InVelocity, const [TArray](API\Runtime\Core\Containers\TArray)< class [UParticleModuleEventSendToGame](API\Runtime\Engine\Particles\Event\UParticleModuleEventSendToGame) * > & InEventData, const float InParticleTime, const FVector InNormal, const float InTime, const int32 InItem, const [FName](API\Runtime\Core\UObject\FName) InBoneName, [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * PhysMat )


description: Record a bursting event.

code: void ReportEventBurst ( const [FName](API\Runtime\Core\UObject\FName) InEventName, const float InEmitterTime, const int32 ParticleCount, const FVector InLocation, const [TArray](API\Runtime\Core\Containers\TArray)< class [UParticleModuleEventSendToGame](API\Runtime\Engine\Particles\Event\UParticleModuleEventSendToGame) * > & InEventData )


description: Record a death event.

code: void ReportEventDeath ( const [FName](API\Runtime\Core\UObject\FName) InEventName, const float InEmitterTime, const FVector InLocation, const FVector InVelocity, const [TArray](API\Runtime\Core\Containers\TArray)< class [UParticleModuleEventSendToGame](API\Runtime\Engine\Particles\Event\UParticleModuleEventSendToGame) * > & InEventData, const float InParticleTime )


description: Event reporting... Record a spawning event.

code: void ReportEventSpawn ( const [FName](API\Runtime\Core\UObject\FName) InEventName, const float InEmitterTime, const FVector InLocation, const FVector InVelocity, const [TArray](API\Runtime\Core\Containers\TArray)< class [UParticleModuleEventSendToGame](API\Runtime\Engine\Particles\Event\UParticleModuleEventSendToGame) * > & InEventData )


code: void ResetParticles ( bool bEmptyInstances )


description: Stops the emitter, unregisters the component, and resets the component's properties to the values of its template

code: void ResetToDefaults()


code: virtual void RewindEmitterInstances()


description: Called to send dynamic data for this component to the rendering thread


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


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

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


description: Set a named actor instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not.

code: virtual void SetActorParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, class [AActor](API\Runtime\Engine\GameFramework\AActor) * Param )


description: AutoAttachScaleRule

code: virtual void SetAutoAttachmentParameters ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Parent, [FName](API\Runtime\Core\UObject\FName) SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule )


description: AutoAttachLocationType

code: void SetAutoAttachParams ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Parent, [FName](API\Runtime\Core\UObject\FName) SocketName, [EAttachLocation::Type](API\Runtime\Engine\Engine\EAttachLocation__Type) LocationType )


description: Set the beam source point

code: virtual void SetBeamSourcePoint ( int32 EmitterIndex, FVector NewSourcePoint, int32 SourceIndex )


description: Beam-related script functions. Set the beam end point

code: virtual void SetBeamEndPoint ( int32 EmitterIndex, FVector NewEndPoint )


description: Set the beam source strength

code: virtual void SetBeamSourceStrength ( int32 EmitterIndex, float NewSourceStrength, int32 SourceIndex )


description: Set the beam source tangent

code: virtual void SetBeamSourceTangent ( int32 EmitterIndex, FVector NewTangentPoint, int32 SourceIndex )


description: Set the beam target point

code: virtual void SetBeamTargetPoint ( int32 EmitterIndex, FVector NewTargetPoint, int32 TargetIndex )


description: Set the beam target strength

code: virtual void SetBeamTargetStrength ( int32 EmitterIndex, float NewTargetStrength, int32 TargetIndex )


description: Set a named float instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not. This maps a boolean to a float for parity as cascade doesn't have booleans. This for adding functionality to the parentUFXSystemComponentto set boolean variables.

code: virtual void SetBoolParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, bool Param )


description: Set a named color instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not.

code: virtual void SetColorParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Param )


description: Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered

code: virtual void SetComponentTickEnabled ( bool bEnabled )


description: Enables/Disables a sub-emitter

code: virtual void SetEmitterEnable ( [FName](API\Runtime\Core\UObject\FName) EmitterName, bool bNewEnableState )


description: Set a named float instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not.

code: virtual void SetFloatParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, float Param )


description: Set a named float instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not. This maps a int to a float for parity as cascade doesn't have booleans. This for adding functionality to the parentUFXSystemComponentto set int variables.

code: virtual void SetIntParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, int Param )


description: Set a named random float instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not.

code: void SetFloatRandParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, float Param, float ParamLow )


description: Set the LOD level of the particle system

code: virtual void SetLODLevel ( int32 InLODLevel )


description: Set the beam target tangent

code: virtual void SetBeamTargetTangent ( int32 EmitterIndex, FVector NewTangentPoint, int32 TargetIndex )


code: void SetManagerHandle ( int32 InHandle )


description: Called from game code when the component begins having it's significance managed.

code: void SetManagingSignificance ( bool bManageSignificance )


description:
Changes the material applied to an element of the mesh.
the material used by the indexed element of this mesh.

code: virtual void SetMaterial ( int32 ElementIndex, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )


code: virtual void SetMaterialByName ( [FName](API\Runtime\Core\UObject\FName) MaterialSlotName, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )


description: Set a named material instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not.

code: void SetMaterialParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Param )


code: void SetPendingManagerAdd ( bool bValue )


code: void SetPendingManagerRemove ( bool bValue )


description: Called from game code when the significance required for a component changes.

code: void SetRequiredSignificance ( EParticleSignificanceLevel NewRequiredSignificance )


description: Change the ParticleSystem used by this ParticleSystemComponent

code: void SetTemplate ( class [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * NewTemplate )


description: Sets the defining data for all trails in this component.

code: void SetTrailSourceData ( [FName](API\Runtime\Core\UObject\FName) InFirstSocketName, [FName](API\Runtime\Core\UObject\FName) InSecondSocketName, ETrailWidthMode InWidthMode, float InWidth )


description: SetAutoAttachmentParameters()

code: virtual void SetUseAutoManageAttachment ( bool bAutoManage )


description: Set a named vector instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not.

code: virtual void SetVectorParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, FVector Param )


description: Set a named random vector instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not.

code: void SetVectorRandParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, const FVector & Param, const FVector & ParamLow )


description: Return true if this component is in a state where it can be activated normally.

code: virtual bool ShouldActivate() const


description: Set a named random unit vector instance parameter on this ParticleSystemComponent. Updates the parameter if it already exists, or creates a new entry if not.

code: void SetVectorUnitRandParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, const FVector & Param, const FVector & ParamLow )


description: Whether this component should have it's significance managed by game code.

code: bool ShouldManageSignificance() const


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

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


className: TrailEmitterArray

description: Array of trail emitters.

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< struct [FParticleAnimTrailEmitterInstance](API\Runtime\Engine\FParticleAnimTrailEmitterInstanc-) *, TInlineAllocator< 8 > > TrailEmitterArray


code: void UpdateInstances ( bool bEmptyInstances )


code: virtual void UpdateLODInformation()


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


className: UParticleSystemComponent

description: A particle emitter.

code: class UParticleSystemComponent : public [UFXSystemComponent](API\Runtime\Engine\Particles\UFXSystemComponent)

AccumLODDistanceCheckTime

type: float

description: LOD updating...

AccumTickTime

description: Used to accumulate total tick time to determine whether system can be skipped ticking if not visible.

AutoAttachLocationRule

type: EAttachmentRule

description: Options for how we handle our location when we attach to the AutoAttachParent, if bAutoManageAttachment is true.

AutoAttachParent

type: TWeakObjectPtr<...

description: Component we automatically attach to when activated, if bAutoManageAttachment is true.

AutoAttachRotationRule

description: Options for how we handle our rotation when we attach to the AutoAttachParent, if bAutoManageAttachment is true.

AutoAttachScaleRule

description: Options for how we handle our scale when we attach to the AutoAttachParent, if bAutoManageAttachment is true.

AutoAttachSocketName

type: FName

description: Socket we automatically attach to on the AutoAttachParent, if bAutoManageAttachment is true.

bAllowRecycling

type: uint8: 1

description: If true, this Particle System will be available for recycling after it has completed.

bAutoAttachWeldSimulatedBodies

description: Option for how we handle bWeldSimulatedBodies when we attach to the AutoAttachParent, if bAutoManageAttachment is true.

bAutoDestroy

type: uint8:  1

bAutoManageAttachment

description: True if we should automatically attach to AutoAttachParent when activated, and detach from our parent when completed.

bDeactivateTriggered

description: If true, someone has requested this component deactivate.

bForcedInActive

description: This is set when any of our "don't tick me" timeout values have fired

bForceLODUpdateFromRenderer

description: If true, force an LOD update from the renderer.

bHasBeenActivated

description: This flag will be set the first time the PSysComp is activated...

bIsManagingSignificance

description: If this component is having it's significance managed by gameplay code.

bIsViewRelevanceDirty

description: If true, the ViewRelevanceFlags are dirty and should be recached

bJustRegistered

description: Indicates that the component has not been ticked since being registered.

bOldPositionValid

type: bool

bOverrideLODMethod

description: Indicates that the component's LODMethod overrides the Template's

bResetTriggered

description: If true, someone has requested this component reset.

bSkipUpdateDynamicDataDuringTick

description: Flag indicating that dynamic updating of render data should NOT occur during Tick.

bUpdateOnDedicatedServer

description: Whether to update the particle system on dedicated servers

BurstEvents

type: TArray< struct ...

description: The Burst events that occurred in this PSysComp.

bWasActive

description: True if this was active before being unregistered or otherwise reset, if so reactivate it

bWasManagingSignificance

description: If this component was previously having it's significance managed by gameplay code.

CachedViewRelevanceFlags

type: TArray<FMateri...

description: The view relevance flags for each LODLevel.

CollisionEvents

description: The Collision events that occurred in this PSysComp.

CustomTimeDilation

description: Scales DeltaTime in UParticleSystemComponent::Tick(...)

DeathEvents

description: The Death events that occurred in this PSysComp.

EditorDetailMode

description: Used for applying Cascade's detail mode setting to in-level particle systems

EditorLODLevel

description: INTERNAL. Used by the editor to set the LODLevel

EmitterDelay

description: This is created at start up and then added to each emitter

EmitterMaterials

type: TArray<TObject...

FXSystem

type: FFXSystem *

InstanceParameters

description: Array holding name instance parameters for this ParticleSystemComponent.

KismetEvents

description: The Kismet events that occurred for this PSysComp.

LastSignificantTime

description: Time in seconds since we were last considered significant.

LODMethod

type: TEnumAsByte< en...

description: The method of LOD level determination to utilize for this particle system

MaxTimeBeforeForceUpdateTransform

description: Time between forced UpdateTransforms for systems that use dynamically calculated bounds, Which is effectively how often the bounds are shrunk.

OldPosition

type: FVector

OnParticleBurst

type: FParticleBurstS...

OnParticleCollide

type: FParticleCollis...

OnParticleDeath

type: FParticleDeathS...

OnParticleSpawn

type: FParticleSpawnS...

OnSystemFinished

type: FOnSystemFinish...

description: Called when the particle system is done.

PoolingMethod

type: EPSCPoolMethod

description: If this PSC is pooling.

RandomStream

type: FRandomStream

description: Stream of random values to use with this component

ReleaseResourcesFence

type: FRenderCommandF...

description: Command fence used to shut down properly

ReplayClipIDNumber

description: Clip ID number we're either playing back or capturing to, depending on the value of ReplayState.

ReplayClips

description: Array of replay clips for this particle system component.

ReplayFrameIndex

description: The current replay frame for playback

ReplayState

description: Current particle 'replay state'.

RequiredSignificance

type: EParticleSignif...

description: The significance this component requires of it's emitters for them to be enabled.

SecondsBeforeInactive

description: Number of seconds of emitter not being rendered that need to pass before it no longer gets ticked/ becomes inactive.

SkelMeshComponents

description: The skeletal mesh components used with the socket location module.

SpawnEvents

description: The Spawn events that occurred in this PSysComp.

Template

type: TObjectPtr< cla...


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

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


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


className: UParticleSystemReplay

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

ClipIDNumber

description: Unique ID number for this replay clip

Frames

description: Ordered list of frames


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

code: virtual void BeginDestroy()


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

code: virtual void FinishDestroy()


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetBoundingGeometrySRV() const


code: const FVector2f * GetFrameData ( int32 FrameIndex ) const


code: int32 GetNumBoundingTriangles() const


code: int32 GetNumBoundingVertices() const


code: bool IsBoundingGeometryValid() const


description:
Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the potentially asynchronous object cleanup.
True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.

code: virtual bool IsReadyForFinishDestroy()


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()


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

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


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

code: virtual void PostLoad()


code: virtual void Serialize ( [FStructuredArchive::FRecord](API\Runtime\Core\Serialization\FStructuredArchive\FRecord) Record )


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


className: USubUVAnimation

description: SubUV animation asset, which caches bounding geometry for regions in the SubUVTexture with non-zero opacity. Particle emitters with a SubUV module which use this asset leverage the optimal bounding geometry to reduce overdraw.

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

AlphaThreshold

type: float

description: Alpha channel values larger than the threshold are considered occupied and will be contained in the bounding geometry.

BoundingMode

description: More bounding vertices results in reduced overdraw, but adds more triangle overhead.

description: The number of sub-images horizontally in the texture

description: The number of sub-images vertically in the texture

SubUVTexture

type: TObjectPtr<UTe...

description: Texture to generate bounding geometry from.


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


className: UParticleModuleVectorFieldBase

code: class UParticleModuleVectorFieldBase : public [UParticleModule](API\Runtime\Engine\Particles\UParticleModule)


description: Called once to compile the effects of this module on runtime simulation.

code: virtual void CompileModule ( struct [FParticleEmitterBuildInfo](API\Runtime\Engine\FParticleEmitterBuildInfo) & EmitterInfo )


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


className: UParticleModuleVectorFieldGlobal

code: class UParticleModuleVectorFieldGlobal : public [UParticleModuleVectorFieldBase](API\Runtime\Engine\Particles\VectorField\UParticleModuleVectorFieldBase)

bOverrideGlobalVectorFieldTightness

type: uint32: 1

description: Property override value for global vector field tightness.

GlobalVectorFieldScale

description: Global vector field scale.

GlobalVectorFieldTightness

description: Global vector field tightness override.


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


className: UParticleModuleVectorFieldLocal

code: class UParticleModuleVectorFieldLocal : public [UParticleModuleVectorFieldBase](API\Runtime\Engine\Particles\VectorField\UParticleModuleVectorFieldBase)

bIgnoreComponentTransform

description: Ignore component transform.

bTileX

description: Tile vector field in x axis?

bTileY

description: Tile vector field in y axis?

bTileZ

description: Tile vector field in z axis?

bUseFixDT

description: Use fix delta time in the simulation?

Intensity

description: Intensity of the local vector field.

RelativeRotation

type: FRotator

description: Rotation of the vector field relative to the emitter.

description: Scale of the vector field relative to the emitter.

RelativeTranslation

description: Translation of the vector field relative to the emitter.

Tightness

description: Tightness tweak value: 0: Force 1: Velocity.

VectorField

description: Vector field asset to use.


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


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


className: UParticleModuleVectorFieldRotationRate

code: class UParticleModuleVectorFieldRotationRate : public [UParticleModuleVectorFieldBase](API\Runtime\Engine\Particles\VectorField\UParticleModuleVectorFieldBase)

RotationRate

description: Constant rotation rate applied to the local vector field.


description: Initializes the default values for this property

code: void InitializeDefaults()


description: Returns true if the module is valid for the provided LOD level.

code: virtual bool IsValidForLODLevel ( [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * LODLevel, [FString](API\Runtime\Core\Containers\FString) & OutErrorString )


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()


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

code: virtual void PostLoad()


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


className: UParticleModuleVectorFieldScale

code: class UParticleModuleVectorFieldScale : public [UParticleModuleVectorFieldBase](API\Runtime\Engine\Particles\VectorField\UParticleModuleVectorFieldBase)

VectorFieldScaleRaw

type: FRawDistributio...

description: Per-particle vector field scale. Evaluated using emitter time.


className: UParticleModuleVectorFieldRotation

code: class UParticleModuleVectorFieldRotation : public [UParticleModuleVectorFieldBase](API\Runtime\Engine\Particles\VectorField\UParticleModuleVectorFieldBase)

MaxInitialRotation

description: Maximum initial rotation applied to the local vector field.

MinInitialRotation

description: Minimum initial rotation applied to the local vector field.


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


className: UParticleModuleVectorFieldScaleOverLife

code: class UParticleModuleVectorFieldScaleOverLife : public [UParticleModuleVectorFieldBase](API\Runtime\Engine\Particles\VectorField\UParticleModuleVectorFieldBase)

VectorFieldScaleOverLifeRaw

description: Per-particle vector field scale. Evaluated using particle relative time.


description: Called on a particle that is freshly spawned by the emitter.

code: virtual void Spawn ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float SpawnTime, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * ParticleBase )


description: Extended version of spawn, allows for using a random stream for distribution value retrieval

code: void SpawnEx ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float SpawnTime, struct [FRandomStream](API\Runtime\Core\Math\FRandomStream) * InRandomStream, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * ParticleBase )


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


className: UParticleModuleVelocity

code: class UParticleModuleVelocity : public [UParticleModuleVelocityBase](API\Runtime\Engine\Particles\Velocity\UParticleModuleVelocityBase)

StartVelocity

description: The velocity to apply to a particle when it is spawned.

StartVelocityRadial

description: The velocity to apply to a particle along its radial direction.


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


className: UParticleModuleVelocityBase

code: class UParticleModuleVelocityBase : public [UParticleModule](API\Runtime\Engine\Particles\UParticleModule)

bApplyOwnerScale

description: If true, then apply the particle system components scale to the velocity value.

bInWorldSpace

description: If true, then treat the velocity as world-space defined.


description: Render the modules 3D visualization helper primitive.

code: virtual void Render3DPreview ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


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


className: UParticleModuleVelocityCone

code: class UParticleModuleVelocityCone : public [UParticleModuleVelocityBase](API\Runtime\Engine\Particles\Velocity\UParticleModuleVelocityBase)

Angle

description: The Min value represents the inner cone angle value and the Max value represents the outer cone angle value.

Direction

description: The direction FVector of the cone.

Velocity

description: The initial velocity of the particles.


description: Initializes the default values for this property

code: void InitializeDefaults()


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


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


className: UParticleModuleVelocityInheritParent

code: class UParticleModuleVelocityInheritParent : public [UParticleModuleVelocityBase](API\Runtime\Engine\Particles\Velocity\UParticleModuleVelocityBase)

Scale

description: The scale to apply to the parent velocity prior to adding it to the particle velocity during spawn.


code: virtual void PostInitProperties()


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


description: Called on a particle that is being updated by its emitter.

code: virtual void Update ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner, int32 Offset, float DeltaTime )


className: UParticleModuleVelocityOverLifetime

code: class UParticleModuleVelocityOverLifetime : public [UParticleModuleVelocityBase](API\Runtime\Engine\Particles\Velocity\UParticleModuleVelocityBase)

Absolute

description: If true, the velocity will be SET to the value from the above dist.

VelOverLife

description: The scaling value applied to the velocity.


description: Called when an emitter instance is looping...

code: virtual void EmitterLoopingNotify ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Owner )


description:
Retrieve the random seed info for this module.
FParticleRandomSeedInfo* The random seed info; NULL if not supported

code: virtual [FParticleRandomSeedInfo](API\Runtime\Engine\Particles\FParticleRandomSeedInfo) * GetRandomSeedInfo()


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


code: class UParticleModuleVelocity_Seeded : public [UParticleModuleVelocity](API\Runtime\Engine\Particles\Velocity\UParticleModuleVelocity)

RandomSeedInfo

type: FParticleRandom...

description: The random seed(s) to use for looking up values in StartLocation


description: The threshold that would be considered so bad that it would cause a hitch in gameplay (cosmetic onlyfor reporting purposes such as FPS charts, should not be used in scalability code)


description: For the current frame to be considered a hitch, it must have run at least this many times slower than the previous frame.

code: static float GetHitchToNonHitchRatio()


description: Minimum time passed before we'll record a new hitch.


description: The target threshold for frame time in miliseconds (cosmetic onlyand used for fps/stat display, should not be used in scalability code) Values below this will be green, values between this and the unacceptable threshold will be yellow, and values above that will be red


description: The maximum threshold for an 'OK' frame time in miliseconds (cosmetic onlyand used for fps/stat display, should not be used in scalability code) Values above this will be red, values between this and the acceptable limit will be yellow, and values below will be green.


className: FEnginePerformanceTargets

description: No constructors are accessible with public or protected access.

code: struct FEnginePerformanceTargets


code: float GetOSRenderQueueLatencyInMs()


code: float GetRenderSubmitLatencyInMs()


code: void SetEnabled ( bool bInEnabled )


code: void SetCustomLatencyMarker ( uint32 MarkerId, uint64 FrameNumber )


code: void SetFlashIndicatorLatencyMarker ( uint64 FrameNumber )


code: void SetFlashIndicatorEnabled ( bool bInEnabled )


code: void SetInputSampleLatencyMarker ( uint64 FrameNumber )


code: void SetPresentLatencyMarkerEnd ( uint64 FrameNumber )


code: void SetPresentLatencyMarkerStart ( uint64 FrameNumber )


code: void SetRenderSubmitLatencyMarkerStart ( uint64 FrameNumber )


code: void SetRenderSubmitLatencyMarkerEnd ( uint64 FrameNumber )


code: void SetSimulationLatencyMarkerStart ( uint64 FrameNumber )


code: void SetSimulationLatencyMarkerEnd ( uint64 FrameNumber )


className: ILatencyMarkerModule

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


description: Return true if waiting occurred in the plugin, if false engine will use the default sleep setup.

code: bool HandleMaxTickRate ( float DesiredMaxTickRate )


className: IMaxTickRateHandlerModule

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


description: Dump mask data to log display.

code: void DumpMaskData()


code: namespace PhysCommand { enum Type { Release, ReleasePScene, DeleteCPUDispatcher, DeleteSimEventCallback, DeleteContactModifyCallback, DeleteCCDContactModifyCallback, DeleteMbpBroadphaseCallback, Max, } }


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

code: virtual void FinishDestroy()


description: Helper method to generate mask data used at runtime based on mask texture.

code: void GenerateMaskData ( [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & OutMaskData, int32 & OutSizeX, int32 & OutSizeY ) const


description: Get the physics-interface derived version of this material


description: Helper method to query phys mat index at a given UV position in mask data.

code: static uint32 GetPhysMatIndex ( const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & MaskData, int32 SizeX, int32 SizeY, int32 AddressX, int32 AddressY, float U, float V )


code: static uint32 INVALID_MASK_INDEX = 0xF;


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

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


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

code: virtual void PostLoad()


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

code: virtual void PostInitProperties()


description: Helper method to set mask texture.

code: void SetMaskTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InMaskTexture, const [FString](API\Runtime\Core\Containers\FString) & InTextureFilename )


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


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


className: UPhysicalMaterialMask

description: Physical material masks are used to map multiple physical materials to a single rendering material

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

AddressX

type: TEnumAsByte< en...

description: The addressing mode to use for the X axis.

AddressY

description: The addressing mode to use for the Y axis.

AssetImportData

description: Object properties.

MaskTexture

description: Mask input texture, square aspect ratio recommended.

MaterialMaskHandle

type: TUniquePtr< FPh...

UVChannelIndex

description: StaticMesh UV channel index to use when performing lookups with this mask.


code: namespace ChaosInterface { [FQueryFilterData](API\Runtime\PhysicsCore\FQueryFilterData) ChaosInterface::MakeQueryFilterData ( const [FCollisionFilterData](API\Runtime\Chaos\Chaos\FCollisionFilterData) & FilterData, EQueryFlags QueryFlags, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) }


className: FBreakEventSignature

code: class FBreakEventSignature


code: FChaosBreakEvent ( const [Chaos::FBreakingData](API\Runtime\Chaos\Chaos\FBreakingData) & BreakingData )


className: FChaosBreakEvent

code: struct FChaosBreakEvent

AngularVelocity

type: FVector

description: Angular Velocity of the breaking particle

bFromCrumble

type: bool

description: Whether the break event originated from a crumble event

Component

type: TObjectPtr<UPr...

description: Primitive component involved in the break event

Extents

description: Extents of the bounding box

Index

description: Indexof the geometry collection bone if positive

Location

description: World location of the break

Mass

description: Mass of the breaking particle

Velocity

description: Linear Velocity of the breaking particle


className: FChaosCrumblingEvent

code: struct FChaosCrumblingEvent

AngularVelocity

description: Angular Velocity of the crumbling cluster

Children

type: TArray< int32 >

description: List of children indices released (optional : see geometry collection component bCrumblingEventIncludesChildren)

Component

description: Primitive component involved in the crumble event

LinearVelocity

description: Linear Velocity of the crumbling cluster

LocalBounds

type: FBox

description: Local bounding box of the crumbling cluster

Location

description: World location of the crumbling cluster

Mass

description: Mass of the crumbling cluster

Orientation

type: FQuat

description: World orientation of the crumbling cluster


className: FChaosRemovalEvent

code: struct FChaosRemovalEvent


code: FCollisionChaosEvent ( const [Chaos::FCollidingData](API\Runtime\Chaos\Chaos\FCollidingData) & CollisionData )


className: FCollisionChaosEvent

code: struct FCollisionChaosEvent

type: FCollisionChaos...


className: FCollisionChaosEventBodyInfo

code: struct FCollisionChaosEventBodyInfo

BoneName

type: FName

Component

type: TWeakObjectPtr<...


className: FCollisionEventSignature

code: class FCollisionEventSignature


code: FConstraintBrokenDelegateWrapper ( [FConstraintInstanceBase](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceBase) * ConstraintInstance )


className: FConstraintBrokenDelegateWrapper

code: struct FConstraintBrokenDelegateWrapper

OnConstraintBrokenDelegate

type: FOnConstraintBr...


className: FCrumblingEventSignature

code: class FCrumblingEventSignature


className: EType

code: enum EType { Invalid, BodyInstance, PhysicalMaterial, PhysScene, ConstraintInstanceBase, }


code: template<> [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * Get ( void * UserData )


code: template<> [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * Get ( void * UserData )


code: template<> FPhysScene * Get ( void * UserData )


code: template<> [FConstraintInstanceBase](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceBase) * Get ( void * UserData )


code: template<class T> static T * Get ( void * UserData )


description: template=""> static void Set(intptr_t UserData, TInPayload) { return Get((void)UserData); }

code: template<class T, EType TType> static T &42; Get &40; void &42; UserData &41;


code: template<class T> static void Set ( void * UserData, T * InPayload )


code: FPhysicsUserData_Chaos ( [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * InPayload )


code: FPhysicsUserData_Chaos ( [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * InPayload )


code: FPhysicsUserData_Chaos ( FPhysScene * InPayload )


code: FPhysicsUserData_Chaos ( [FConstraintInstanceBase](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceBase) * InPayload )


description: Note: this must match the enum EChaosUserDataType in PhysicsInterfaceTypesCore.

code: class FPhysicsUserData_Chaos


code: static void AddGeometry ( FPhysicsActorHandle & InActor, const [FGeometryAddParams](API\Runtime\Engine\Physics\FGeometryAddParams) & InParams, [TArray](API\Runtime\Core\Containers\TArray)< FPhysicsShapeHandle > * OutOptShapes )


code: static void CalculateMassPropertiesFromShapeCollection ( [Chaos::FMassProperties](API\Runtime\Chaos\Chaos\FMassProperties) & OutProperties, const [TArray](API\Runtime\Core\Containers\TArray)< FPhysicsShapeHandle > & InShapes, float InDensityKGPerCM )


description: Material mask functions.

code: static FPhysicsMaterialMaskHandle CreateMaterialMask ( const [UPhysicalMaterialMask](API\Runtime\Engine\PhysicalMaterials\UPhysicalMaterialMask) * InMaterialMask )


code: static void CreateGeometry ( const [FGeometryAddParams](API\Runtime\Engine\Physics\FGeometryAddParams) & InParams, [TArray](API\Runtime\Core\Containers\TArray)< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [Chaos::FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) >> & OutGeoms, [Chaos::FShapesArray](API\Runtime\Chaos\Chaos\FShapesArray) & OutShapes, [TArray](API\Runtime\Core\Containers\TArray)< FPhysicsShapeHandle > * OutOptShapes )


description: Shape interface functions.

code: static FPhysicsShapeHandle CreateShape ( physx::PxGeometry * InGeom, bool bSimulation, bool bQuery, [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * InSimpleMaterial, [TArray](API\Runtime\Core\Containers\TArray)< [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * > * InComplexMaterials )


code: static bool ExecPhysCommands ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: static bool ExecuteOnUnbrokenConstraintReadOnly ( const FPhysicsConstraintHandle & InConstraintRef, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const FPhysicsConstraintHandle &)> Func )


code: static bool ExecuteOnUnbrokenConstraintReadWrite ( const FPhysicsConstraintHandle & InConstraintRef, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const FPhysicsConstraintHandle &)> Func )


description: Interface needed for cmd.

code: static bool ExecuteRead ( const FPhysicsActorHandle & InActorReference, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const FPhysicsActorHandle &Actor)> InCallable )


description: Interface needed for cmd.

code: static bool ExecuteRead ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InMeshComponent, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void()> InCallable )


description: Interface needed for cmd.

code: static bool ExecuteRead ( const FPhysicsConstraintHandle & InConstraintRef, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const FPhysicsConstraintHandle &Constraint)> InCallable )


description: Interface needed for cmd.

code: static bool ExecuteRead ( FPhysScene * InScene, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void()> InCallable )


description: Interface needed for cmd.

code: static bool ExecuteRead ( const FPhysicsActorHandle & InActorReferenceA, const FPhysicsActorHandle & InActorReferenceB, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const FPhysicsActorHandle &ActorA, const FPhysicsActorHandle &ActorB)> InCallable )


description: Interface needed for cmd.

code: static bool ExecuteRead ( Chaos::FPhysicsObject * InObjectA, Chaos::FPhysicsObject * InObjectB, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(Chaos::FPhysicsObject *InObjectA, Chaos::FPhysicsObject *InObjectB)> InCallable )


code: static void ExecuteShapeWrite ( [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * InInstance, FPhysicsShapeHandle & InShape, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(FPhysicsShapeHandle &InShape)> InCallable )


code: static bool ExecuteWrite ( const FPhysicsActorHandle & InActorReference, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const FPhysicsActorHandle &Actor)> InCallable )


code: static bool ExecuteWrite ( FPhysicsActorHandle & InActorReference, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(FPhysicsActorHandle &Actor)> InCallable )


code: static bool ExecuteWrite ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InMeshComponent, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void()> InCallable )


code: static bool ExecuteWrite ( const FPhysicsConstraintHandle & InConstraintRef, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const FPhysicsConstraintHandle &Constraint)> InCallable )


code: static bool ExecuteWrite ( FPhysScene * InScene, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(FPhysScene *Scene)> InCallable )


code: static bool ExecuteWrite ( FPhysScene * InScene, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void()> InCallable )


code: static bool ExecuteWrite ( Chaos::FPhysicsObject * InObjectA, Chaos::FPhysicsObject * InObjectB, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(Chaos::FPhysicsObject *InObjectA, Chaos::FPhysicsObject *InObjectB)> InCallable )


code: static bool ExecuteWrite ( const FPhysicsActorHandle & InActorReferenceA, const FPhysicsActorHandle & InActorReferenceB, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const FPhysicsActorHandle &ActorA, const FPhysicsActorHandle &ActorB)> InCallable )


code: static void FlushScene ( FPhysScene * InScene )


description: Describe the interface to identify it to the caller.


code: static bool GetSquaredDistanceToBody ( const [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * InInstance, const FVector & InPoint, float & OutDistanceSquared, FVector * OutOptPointOnBody )


code: static bool IsInScene ( const FPhysicsActorHandle & InActorReference )


description: Trace functions for testing specific geometry (not against a world)

code: static bool LineTrace_Geom ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * InInstance, const FVector & InStart, const FVector & InEnd, bool bTraceComplex, bool bExtractPhysMaterial )


code: static bool Overlap_Geom ( const [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * InBodyInstance, const FPhysicsGeometryCollection & InGeometry, const FTransform & InShapeTransform, [FMTDResult](API\Runtime\Engine\Engine\FMTDResult) * OutOptResult, bool bTraceComplex )


code: static bool Overlap_Geom ( const [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * InBodyInstance, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & InCollisionShape, const FQuat & InShapeRotation, const FTransform & InShapeTransform, [FMTDResult](API\Runtime\Engine\Engine\FMTDResult) * OutOptResult, bool bTraceComplex )


code: static void SetAngularMotionLimitType_AssumesLocked ( const FPhysicsConstraintHandle & InConstraintRef, [PhysicsInterfaceTypes::ELimitAxis](API\Runtime\PhysicsCore\Chaos\PhysicsInterfaceTypes__ELimitAxi-) InAxis, EAngularConstraintMotion InMotion )


code: static void SetLinearMotionLimitType_AssumesLocked ( const FPhysicsConstraintHandle & InConstraintRef, [PhysicsInterfaceTypes::ELimitAxis](API\Runtime\PhysicsCore\Chaos\PhysicsInterfaceTypes__ELimitAxi-) InAxis, ELinearConstraintMotion InMotion )


code: static void SetMaterials ( const FPhysicsShapeHandle & InShape, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * > InMaterials )


code: static void SetMaterials ( const FPhysicsShapeHandle & InShape, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * > InMaterials, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FPhysicalMaterialMaskParams](API\Runtime\Engine\Physics\FPhysicalMaterialMaskParams) > & InMaterialMasks )


code: static const [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * ShapeToOriginalBodyInstance ( const [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * InCurrentInstance, const [Chaos::FPerShapeData](API\Runtime\Chaos\Chaos\FPerShapeData) * InShape )


code: static bool Sweep_Geom ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * InInstance, const FVector & InStart, const FVector & InEnd, const FQuat & InShapeRotation, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & InShape, bool bSweepComplex )


code: static void UpdateAngularDrive_AssumesLocked ( const FPhysicsConstraintHandle & InConstraintRef, const [FAngularDriveConstraint](API\Runtime\Engine\PhysicsEngine\FAngularDriveConstraint) & InDriveParams, bool InInitialize )


code: static void UpdateConeLimitParams_AssumesLocked ( const FPhysicsConstraintHandle & InConstraintRef, float InAverageMass, const [FConeConstraint](API\Runtime\Engine\PhysicsEngine\FConeConstraint) & InParams )


code: static void UpdateDriveTarget_AssumesLocked ( const FPhysicsConstraintHandle & InConstraintRef, const [FLinearDriveConstraint](API\Runtime\Engine\PhysicsEngine\FLinearDriveConstraint) & InLinDrive, const [FAngularDriveConstraint](API\Runtime\Engine\PhysicsEngine\FAngularDriveConstraint) & InAngDrive, bool InInitialize )


code: static void UpdateLinearDrive_AssumesLocked ( const FPhysicsConstraintHandle & InConstraintRef, const [FLinearDriveConstraint](API\Runtime\Engine\PhysicsEngine\FLinearDriveConstraint) & InDriveParams, bool InInitialize )


code: static void UpdateLinearLimitParams_AssumesLocked ( const FPhysicsConstraintHandle & InConstraintRef, float InLimit, float InAverageMass, const [FLinearConstraint](API\Runtime\Engine\PhysicsEngine\FLinearConstraint) & InParams )


code: static void UpdateMaterialMask ( FPhysicsMaterialMaskHandle & InHandle, const [UPhysicalMaterialMask](API\Runtime\Engine\PhysicalMaterials\UPhysicalMaterialMask) * InMaterialMask )


code: static void UpdateTwistLimitParams_AssumesLocked ( const FPhysicsConstraintHandle & InConstraintRef, float InAverageMass, const [FTwistConstraint](API\Runtime\Engine\PhysicsEngine\FTwistConstraint) & InParams )


code: FPhysInterface_Chaos ( const [AWorldSettings](API\Runtime\Engine\GameFramework\AWorldSettings) * Settings )


code: class FPhysInterface_Chaos : public [FGenericPhysicsInterface](API\Runtime\Engine\Physics\FGenericPhysicsInterface), public [FChaosEngineInterface](API\Runtime\PhysicsCore\Chaos\FChaosEngineInterface)


code: void AddAggregateToScene ( const FPhysicsAggregateHandle & InAggregate )


code: void AddCustomPhysics_AssumesLocked ( [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * BodyInstance, FCalculateCustomPhysics & CalculateCustomPhysics )


code: void AddForceAtPosition_AssumesLocked ( [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * BodyInstance, const FVector & Force, const FVector & Position, bool bAllowSubstepping, bool bIsLocalForce )


code: void AddForce_AssumesLocked ( [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * BodyInstance, const FVector & Force, bool bAllowSubstepping, bool bAccelChange )


description: Called during creation of the physics state for gamethread objects to pass off an object to the physics thread

code: void AddObject ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, [FSkeletalMeshPhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FSkeletalMeshPhysicsProxy) * InObject )


code: void AddObject ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, [FStaticMeshPhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FStaticMeshPhysicsProxy) * InObject )


code: void AddObject ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, [FGeometryCollectionPhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FGeometryCollectionPhysicsProxy) * InObject )


code: void AddObject ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, [Chaos::FSingleParticlePhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FSingleParticlePhysicsProxy) * InObject )


code: void AddObject ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, [Chaos::FClusterUnionPhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FClusterUnionPhysicsProxy) * InObject )


code: void AddPendingOnConstraintBreak ( [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * ConstraintInstance, int32 SceneType )


code: void AddPendingSleepingEvent ( [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * BI, ESleepEvent SleepEventType, int32 SceneType )


code: void AddRadialForceToBody_AssumesLocked ( [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * BodyInstance, const FVector & Origin, const float Radius, const float Strength, const uint8 Falloff, bool bAccelChange, bool bAllowSubstepping )


code: void AddToComponentMaps ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, [IPhysicsProxyBase](API\Runtime\Chaos\Chaos\Framework\IPhysicsProxyBase) * InObject )


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


code: void AddTorque_AssumesLocked ( [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * BodyInstance, const FVector & Torque, bool bAllowSubstepping, bool bAccelChange )


code: void ApplyWorldOffset ( FVector InOffset )


code: void ClearForces_AssumesLocked ( [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * BodyInstance, bool bAllowSubstepping )


code: void ClearPreSimKinematicUpdate ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkelComp )


code: void ClearTorques_AssumesLocked ( [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * BodyInstance, bool bAllowSubstepping )


code: void DeferPhysicsStateCreation ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component )


code: int32 DirtyElementCount ( [Chaos::ISpatialAccelerationCollection](API\Runtime\Engine\PhysicsEngine\ISpatialAccelerationCollection)< [Chaos::FAccelerationStructureHandle](API\Runtime\Chaos\Chaos\FAccelerationStructureHandle), [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal), 3 > & Collection )


code: void EnqueueAsyncPhysicsCommand ( int32 PhysicsStep, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwningObject, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> & Command, const bool bEnableResim )


code: void EnsureCollisionTreeIsBuilt ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: bool ExecApexVis ( uint32 SceneType, const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * Ar )


code: bool ExecPxVis ( uint32 SceneType, const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * Ar )


className: FOnPhysScenePreTick

code: typedef TMulticastDelegate_TwoParams< void, [FPhysScene_Chaos](API\Runtime\Engine\Physics\Experimental\FPhysScene_Chaos) *, float > FOnPhysScenePreTick


className: FOnPhysSceneStep

code: typedef TMulticastDelegate_TwoParams< void, [FPhysScene_Chaos](API\Runtime\Engine\Physics\Experimental\FPhysScene_Chaos) *, float > FOnPhysSceneStep


className: FPrimitiveComponentReplicationCache

description: Storage structure for replication data probably should just expose read/write API not the structure directly itself like this.

Map

type: TMap<FObjectKe...


code: Chaos::FReal GetAccessTime&40;&41;


code: TObjectPtr< UPrimitiveComponent > GetRootComponent&40;&41;


code: FRigidBodyState & GetState&40;&41;


code: void SetIsCached &40; bool InIsCached &41;


code: FReplicationCacheData &40; UPrimitiveComponent &42; InRootComponent, Chaos::FReal InAccessTime &41;


className: FReplicationCacheData

code: struct FReplicationCacheData


description: Given a physics proxy, returns its associated body instance if any

code: const [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * GetBodyInstanceFromProxyAndShape ( [IPhysicsProxyBase](API\Runtime\Chaos\Chaos\Framework\IPhysicsProxyBase) * InProxy, int32 InShapeIndex ) const


code: [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * GetBodyInstanceFromProxy ( const [IPhysicsProxyBase](API\Runtime\Chaos\Chaos\Framework\IPhysicsProxyBase) * PhysicsProxy ) const


code: [UChaosEventRelay](API\Runtime\Engine\Physics\Experimental\UChaosEventRelay) * GetChaosEventRelay() const


code: bool GetKinematicTarget_AssumesLocked ( const [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * BodyInstance, FTransform & OutTM ) const


code: void SetAccessTime &40; Chaos::FReal Time &41;


description: Given a component, returns its associated solver objects.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [IPhysicsProxyBase](API\Runtime\Chaos\Chaos\Framework\IPhysicsProxyBase) * > * GetOwnedPhysicsProxies ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Comp ) const


description: Given a solver object, returns its associated component.

code: template<class OwnerType> OwnerType * GetOwningComponent ( const [IPhysicsProxyBase](API\Runtime\Chaos\Chaos\Framework\IPhysicsProxyBase) * PhysicsProxy ) const


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


code: [TArray](API\Runtime\Core\Containers\TArray)< [FCollisionNotifyInfo](API\Runtime\Engine\FCollisionNotifyInfo) > & GetPendingCollisionNotifies ( int32 SceneType )


description: Returns the actor that owns this solver.

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetSolverActor() const


description: Get cached state for replication, if no state is cachedRegisterForReplicationCache()is called

code: const [FRigidBodyState](API\Runtime\Engine\Engine\FRigidBodyState) * GetStateFromReplicationCache ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * RootComponent, int & ServerFrame )


code: bool HandleExecCommands ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * Ar )


code: void ListAwakeRigidBodies ( bool bIncludeKinematic )


code: bool MarkForPreSimKinematicUpdate ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkelComp, ETeleportType InTeleport, bool bNeedsSkinning )


code: virtual float OnStartFrame ( float InDeltaTime )


description: Callback when a world ends, to mark updated packages dirty. This can't be done in final sync as the editor will ignore packages being dirtied in PIE. Also used to clean up any other references

code: void OnWorldEndPlay()


description: Populate the replication cache from the list of registered components

code: void PopulateReplicationCache ( const int32 PhysicsStep )


code: void RegisterAsyncPhysicsTickComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component )


code: void RegisterAsyncPhysicsTickActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: void RegisterForCollisionEvents ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component )


code: void RegisterForGlobalCollisionEvents ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component )


code: void RegisterForGlobalRemovalEvents ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component )


description: Register a component for physics replication state caching, the component will deregister automatically if cache is not accessed within timelimit set by CVar: np2.ReplicationCache.LingerForNSeconds

code: void RegisterForReplicationCache ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * RootComponent )


code: void RemoveBodyInstanceFromPendingLists_AssumesLocked ( [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * BodyInstance, int32 SceneType )


code: void RemoveDeferredPhysicsStateCreation ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component )


code: void RemoveFromComponentMaps ( [IPhysicsProxyBase](API\Runtime\Chaos\Chaos\Framework\IPhysicsProxyBase) * InObject )


description: Called during physics state destruction for the game thread to remove objects from the simulation #BG TODO - Doesn't actually remove from the evolution at the moment

code: void RemoveObject ( [FSkeletalMeshPhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FSkeletalMeshPhysicsProxy) * InObject )


code: void RemoveObject ( [FStaticMeshPhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FStaticMeshPhysicsProxy) * InObject )


code: void RemoveObject ( [Chaos::FSingleParticlePhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FSingleParticlePhysicsProxy) * InObject )


code: void RemoveObject ( [FGeometryCollectionPhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FGeometryCollectionPhysicsProxy) * InObject )


code: void RemoveObject ( [Chaos::FClusterUnionPhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FClusterUnionPhysicsProxy) * InObject )


code: void ResimNFrames ( int32 NumFrames )


code: void SetKinematicTarget_AssumesLocked ( [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * BodyInstance, const FTransform & TargetTM, bool bAllowSubstepping )


code: void SetOwningWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InOwningWorld )


description: Deprecated* If possible, avoid directly setting physics replication at runtime - this function will take ownership of theIPhysicsReplication's lifetime. Instead, specify a PhysicsReplication factory and if you must change the replication class at runtime run RecreatePhysicsReplication after having set the factory.

code: void SetPhysicsReplication ( [IPhysicsReplication](API\Runtime\Engine\IPhysicsReplication) * InPhysicsReplication )


code: void SetPhysXTreeRebuildRate ( int32 RebuildRate )


code: static bool SupportsOriginShifting()


code: void UnregisterAsyncPhysicsTickComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component )


code: void UnregisterAsyncPhysicsTickActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: void UnRegisterForCollisionEvents ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component )


code: void UnRegisterForGlobalCollisionEvents ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component )


code: void UnRegisterForGlobalRemovalEvents ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component )


code: FPhysScene_Chaos ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InSolverActor )


description: Low level Chaos scene used when building custom simulations that don't exist in the main world physics scene.

code: class FPhysScene_Chaos : public [FChaosScene](API\Runtime\PhysicsCore\Chaos\FChaosScene)

OnPhysScenePreTick

type: FOnPhysScenePre...

OnPhysSceneStep

type: FOnPhysSceneSte...

ReplicationCache

type: FPrimitiveCompo...


code: FPlasticDeformationDelegateWrapper ( [FConstraintInstanceBase](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceBase) * ConstraintInstance )


className: FPlasticDeformationDelegateWrapper

OnPlasticDeformationDelegate

type: FOnPlasticDefor...


className: FRemovalEventSignature

code: class FRemovalEventSignature


code: [FScopedSceneLock_Chaos](API\Runtime\Engine\Physics\Experimental\FScopedSceneLock_Chaos) & operator= ( [FScopedSceneLock_Chaos](API\Runtime\Engine\Physics\Experimental\FScopedSceneLock_Chaos) & Other )


code: [FScopedSceneLock_Chaos](API\Runtime\Engine\Physics\Experimental\FScopedSceneLock_Chaos) & operator= ( [FScopedSceneLock_Chaos](API\Runtime\Engine\Physics\Experimental\FScopedSceneLock_Chaos) && Other )


code: FScopedSceneLock_Chaos ( [FScopedSceneLock_Chaos](API\Runtime\Engine\Physics\Experimental\FScopedSceneLock_Chaos) & Other )


code: FScopedSceneLock_Chaos ( [FScopedSceneLock_Chaos](API\Runtime\Engine\Physics\Experimental\FScopedSceneLock_Chaos) && Other )


code: FScopedSceneLock_Chaos ( FPhysicsActorHandle const * InActorHandle, EPhysicsInterfaceScopedLockType InLockType )


code: FScopedSceneLock_Chaos ( FPhysicsConstraintHandle const * InConstraintHandle, EPhysicsInterfaceScopedLockType InLockType )


code: FScopedSceneLock_Chaos ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkelMeshComp, EPhysicsInterfaceScopedLockType InLockType )


code: FScopedSceneLock_Chaos ( [FChaosScene](API\Runtime\PhysicsCore\Chaos\FChaosScene) * InScene, EPhysicsInterfaceScopedLockType InLockType )


code: FScopedSceneLock_Chaos ( FPhysicsActorHandle const * InActorHandleA, FPhysicsActorHandle const * InActorHandleB, EPhysicsInterfaceScopedLockType InLockType )


code: FScopedSceneLock_Chaos ( [Chaos::FPhysicsObjectHandle](API\Runtime\Chaos\Chaos\FPhysicsObjectHandle) InObjectA, [Chaos::FPhysicsObjectHandle](API\Runtime\Chaos\Chaos\FPhysicsObjectHandle) InObjectB, EPhysicsInterfaceScopedLockType InLockType )


code: FScopedSceneReadLock ( [FPhysScene_Chaos](API\Runtime\Engine\Physics\Experimental\FPhysScene_Chaos) & SceneIn )


className: FScopedSceneReadLock

description: Needed by low level SQ calls.

code: struct FScopedSceneReadLock


code: template<typename TConcrete> TConcrete * As()


code: template<typename TConcrete> const TConcrete * As() const


code: template<typename TConcrete> TConcrete & AsChecked()


code: template<typename TConcrete> const TConcrete & AsChecked() const


description: Cache for each leaves all the overlapping leaves

code: virtual void CacheOverlappingLeaves()


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISpatialAcceleration](API\Runtime\Engine\Physics\Experimental\ISpatialAcceleration)< TPayloadType, T, d > > Copy() const


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


code: virtual void DebugDrawLeaf ( [ISpacialDebugDrawInterface](API\Runtime\Chaos\Chaos\ISpacialDebugDrawInterface)< T > & InInterface, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InLinearColor, float InThickness ) const


code: virtual void DeepAssign ( const [ISpatialAcceleration](API\Runtime\Engine\Physics\Experimental\ISpatialAcceleration)< TPayloadType, T, d > & Other )


description: IMPORTANT : (LWC) this API should be typed on Freal not T, as we want the query API to be using the highest precision while maintaining arbitrary internal precision for the acceleration structure ( based on T )

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< TPayloadType > FindAllIntersections ( const [FAABB3](API\Runtime\Chaos\Chaos\FAABB3) & Box ) const


description: This is the time the acceleration structure is synced up with.

code: int32 GetSyncTimestamp()


code: virtual bool IsTreeDynamic() const


code: [ISpatialAcceleration](API\Runtime\Engine\Physics\Experimental\ISpatialAcceleration) & operator= ( const [ISpatialAcceleration](API\Runtime\Engine\Physics\Experimental\ISpatialAcceleration) & )


code: [ISpatialAcceleration](API\Runtime\Engine\Physics\Experimental\ISpatialAcceleration) & operator= ( [ISpatialAcceleration](API\Runtime\Engine\Physics\Experimental\ISpatialAcceleration) && )


code: virtual void Overlap ( const [FAABB3](API\Runtime\Chaos\Chaos\FAABB3) & QueryBounds, [ISpatialVisitor](API\Runtime\Chaos\Chaos\ISpatialVisitor)< TPayloadType, [FReal](API\Runtime\ChaosCore\Chaos\FReal) > & Visitor ) const


code: virtual void PrepareCopyTimeSliced ( const [ISpatialAcceleration](API\Runtime\Engine\Physics\Experimental\ISpatialAcceleration)< TPayloadType, T, 3 > & InFrom )


code: virtual void ProgressAsyncTimeSlicing ( bool ForceBuildCompletion )


code: virtual void ProgressCopyTimeSliced ( const [ISpatialAcceleration](API\Runtime\Engine\Physics\Experimental\ISpatialAcceleration)< TPayloadType, T, 3 > & InFrom, int MaximumBytesToCopy )


code: virtual void Raycast ( const [FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & Start, const [FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & Dir, const [FReal](API\Runtime\ChaosCore\Chaos\FReal) Length, [ISpatialVisitor](API\Runtime\Chaos\Chaos\ISpatialVisitor)< TPayloadType, [FReal](API\Runtime\ChaosCore\Chaos\FReal) > & Visitor ) const


description: Returns true if element was removed successfully.

code: virtual bool RemoveElement ( const TPayloadType & Payload )


code: virtual bool RemoveElementFrom ( const TPayloadType & Payload, [FSpatialAccelerationIdx](API\Runtime\Chaos\Chaos\FSpatialAccelerationIdx) Idx )


code: static [ISpatialAcceleration](API\Runtime\Engine\Physics\Experimental\ISpatialAcceleration)< TPayloadType, T, d > * SerializationFactory ( [FChaosArchive](API\Runtime\Chaos\Chaos\FChaosArchive) & Ar, [ISpatialAcceleration](API\Runtime\Engine\Physics\Experimental\ISpatialAcceleration)< TPayloadType, T, d > * Accel )


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


code: virtual void SetAsyncTimeSlicingComplete ( bool InState )


description: Call this whenever updating the acceleration structure for a new sync point

code: void SetSyncTimestamp ( int32 InTimestamp )


code: virtual void Sweep ( const [FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & Start, const [FVec3](API\Runtime\ChaosCore\Chaos\FVec3) & Dir, const [FReal](API\Runtime\ChaosCore\Chaos\FReal) Length, const [FVec3](API\Runtime\ChaosCore\Chaos\FVec3) QueryHalfExtents, [ISpatialVisitor](API\Runtime\Chaos\Chaos\ISpatialVisitor)< TPayloadType, [FReal](API\Runtime\ChaosCore\Chaos\FReal) > & Visitor ) const


className: TPayload

code: typedef TPayloadType TPayload


code: virtual bool UpdateElement ( const TPayloadType & Payload, const [TAABB](API\Runtime\Chaos\Chaos\TAABB)< T, d > & NewBounds, bool bHasBounds )


code: virtual bool UpdateElementIn ( const TPayloadType & Payload, const [TAABB](API\Runtime\Chaos\Chaos\TAABB)< T, d > & NewBounds, bool bHasBounds, [FSpatialAccelerationIdx](API\Runtime\Chaos\Chaos\FSpatialAccelerationIdx) Idx )


code: ISpatialAcceleration ( [ISpatialAcceleration](API\Runtime\Engine\Physics\Experimental\ISpatialAcceleration) && )


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


code: ISpatialAcceleration ( [SpatialAccelerationType](API\Runtime\Chaos\Chaos\SpatialAccelerationType) InType )


code: ISpatialAcceleration ( [ESpatialAcceleration](API\Runtime\Chaos\Chaos\Chaos__ESpatialAcceleration) InType )


className: ISpatialAcceleration

code: template<typename TPayloadType, typename T, int d> class ISpatialAcceleration


description: If we have more slack space than MaxSlackFraction xNum(), run the default Shrink policy.

code: virtual void ApplyShrinkPolicy ( const float MaxSlackFraction, const int32 MinSlack )


className: bAllowShrinkOnRemove

code: static constexpr bool bAllowShrinkOnRemove = false;


code: [TArrayCollectionArray](API\Runtime\Engine\Physics\Experimental\TArrayCollectionArray)< T > Clone()


code: virtual void MoveToOtherArray ( const int Idx, [TArrayCollectionArrayBase](API\Runtime\ChaosCore\Chaos\TArrayCollectionArrayBase) & Other )


code: [TArrayCollectionArray](API\Runtime\Engine\Physics\Experimental\TArrayCollectionArray) & operator= ( [TArrayCollectionArray](API\Runtime\Engine\Physics\Experimental\TArrayCollectionArray)< T > && Other )


code: virtual void RemoveAt ( const int Idx, const int Count )


code: virtual void RemoveAtSwap ( const int Idx )


code: virtual void Resize ( const int Num )


code: TArrayCollectionArray ( const [TArrayCollectionArray](API\Runtime\Engine\Physics\Experimental\TArrayCollectionArray)< T > & Other )


code: TArrayCollectionArray ( [TArrayCollectionArray](API\Runtime\Engine\Physics\Experimental\TArrayCollectionArray)< T > && Other )


code: TArrayCollectionArray ( [TArray](API\Runtime\Core\Containers\TArray)< T > && Other )


className: TArrayCollectionArray

code: template<class T> class TArrayCollectionArray : public [Chaos::TArrayCollectionArrayBase](API\Runtime\ChaosCore\Chaos\TArrayCollectionArrayBase), public [TArray< T >](API\Runtime\Core\Containers\TArray)


className: FInterestedProxyOwnerFunction

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * >(HandlerType::* FInterestedProxyOwnerFunction


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


code: virtual void HandleEvent ( const void * EventData ) const


code: TRawEventHandler ( HandlerType * InHandler, [FHandlerFunction](API\Runtime\Engine\Physics\Experimental\TRawEventHandler\FHandlerFunction) InFunction, [FInterestedProxyOwnerFunction](API\Runtime\Engine\Physics\Experimental\TRawEventHandler\FInterestedProxy-) InFunctionProxyOwners )


className: TRawEventHandler

description: Instance event handler

code: template<typename PayloadType, typename HandlerType> class TRawEventHandler : public [Chaos::IEventHandler](API\Runtime\Chaos\IEventHandler)


code: void DispatchPhysicsBreakEvents ( const [TArray](API\Runtime\Core\Containers\TArray)< [FChaosBreakEvent](API\Runtime\Engine\Physics\Experimental\FChaosBreakEvent) > & BreakEvents )


code: void DispatchPhysicsCollisionEvents ( const [TArray](API\Runtime\Core\Containers\TArray)< [FCollisionChaosEvent](API\Runtime\Engine\Physics\Experimental\FCollisionChaosEvent) > & CollisionEvents )


code: void DispatchPhysicsCrumblingEvents ( const [TArray](API\Runtime\Core\Containers\TArray)< [FChaosCrumblingEvent](API\Runtime\Engine\Physics\Experimental\FChaosCrumblingEvent) > & CrumblingEvents )


code: void DispatchPhysicsRemovalEvents ( const [TArray](API\Runtime\Core\Containers\TArray)< [FChaosRemovalEvent](API\Runtime\Engine\Physics\Experimental\FChaosRemovalEvent) > & RemovalEvents )


className: UChaosEventRelay

description: An object managing events

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

OnBreakEvent

type: FBreakEventSign...

OnCollisionEvent

type: FCollisionEvent...

OnCrumblingEvent

type: FCrumblingEvent...

OnRemovalEvent

type: FRemovalEventSi...


className: UPhysicsThreadLibrary

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


className: FBodySetupShapeIterator

description: Helper struct for iterating over shapes in a body setup.

code: struct FBodySetupShapeIterator


code: FConstraintBrokenDelegateData ( [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * ConstraintInstance )


className: FConstraintBrokenDelegateData

code: struct FConstraintBrokenDelegateData


code: static bool GeomOverlapAnyTest ( const TAccel & Accel, const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const TGeom & InGeom, const FVector & Pos, const FQuat & Rot, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


code: static bool GeomOverlapBlockingTest ( const TAccel & Accel, const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const TGeom & InGeom, const FVector & Pos, const FQuat & Rot, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


code: static bool GeomOverlapMulti ( const TAccel & Accel, const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const TGeom & InGeom, const FVector & InPosition, const FQuat & InRotation, [TArray](API\Runtime\Core\Containers\TArray)< [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlaps, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


code: static bool GeomSweepMulti ( const TAccel & Accel, const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const TGeom & InGeom, const FQuat & InGeomRot, [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, FVector Start, FVector End, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


code: static bool GeomSweepSingle ( const TAccel & Accel, const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const TGeom & InGeom, const FQuat & Rot, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, FVector Start, FVector End, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


code: template<typename TAccel, typename TGeom> struct FGenericGeomPhysicsInterfaceUsingSpatialAcceleration


code: static bool GeomSweepTest ( const TAccel & Accel, const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const TGeom & InGeom, const FQuat & Rot, FVector Start, FVector End, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


description: Function for testing overlaps between a supplied PxGeometry and the world. Returns true if anything is overlapping (blocking or touching)

code: static bool GeomOverlapAnyTest ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const FVector & Pos, const FQuat & Rot, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


description: Find overlapping shapes with a given shape

code: template<typename GeomWrapper> static bool GeomOverlapMulti ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const GeomWrapper & InGeom, const FVector & InPosition, const FQuat & InRotation, [TArray](API\Runtime\Core\Containers\TArray)< [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlaps, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


description: Function for testing overlaps between a supplied PxGeometry and the world. Returns true if at least one overlapping shape is blocking

code: static bool GeomOverlapBlockingTest ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const FVector & Pos, const FQuat & Rot, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


code: template<> bool GeomOverlapMulti ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const FPhysicsGeometryCollection & InGeom, const FVector & InPosition, const FQuat & InRotation, [TArray](API\Runtime\Core\Containers\TArray)< [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlaps, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


code: template<> bool GeomOverlapMulti ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & InGeom, const FVector & InPosition, const FQuat & InRotation, [TArray](API\Runtime\Core\Containers\TArray)< [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlaps, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


code: template<> bool GeomOverlapMulti ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const FPhysicsGeometry & InGeom, const FVector & InPosition, const FQuat & InRotation, [TArray](API\Runtime\Core\Containers\TArray)< [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlaps, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


description: Sweep a supplied shape against the world and do not stop until the first blocking hit

code: template<typename GeomWrapper> static bool GeomSweepMulti ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const GeomWrapper & InGeom, const FQuat & InGeomRot, [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, FVector Start, FVector End, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


code: template<> bool GeomSweepMulti ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const FPhysicsGeometryCollection & InGeom, const FQuat & InGeomRot, [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, FVector Start, FVector End, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


code: template<> bool GeomSweepMulti ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & InGeom, const FQuat & InGeomRot, [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, FVector Start, FVector End, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


code: template<> bool GeomSweepMulti ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const FPhysicsGeometry & InGeom, const FQuat & InGeomRot, [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, FVector Start, FVector End, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


description: Function for sweeping a supplied shape against the world

code: template<typename GeomWrapper> static bool GeomSweepSingle ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const GeomWrapper & InGeom, const FQuat & Rot, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, FVector Start, FVector End, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


code: template<> bool GeomSweepSingle ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const struct [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const FQuat & Rot, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, FVector Start, FVector End, ECollisionChannel TraceChannel, const struct [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const struct [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const struct [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


code: template<> bool GeomSweepSingle ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const FPhysicsGeometryCollection & InGeom, const FQuat & Rot, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, FVector Start, FVector End, ECollisionChannel TraceChannel, const struct [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const struct [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const struct [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


code: template<> bool GeomSweepSingle ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const FPhysicsGeometry & InGeom, const FQuat & Rot, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, FVector Start, FVector End, ECollisionChannel TraceChannel, const struct [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const struct [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const struct [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


code: template<> bool GeomSweepSingle ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const FPhysicsGeometry & InGeom, const FQuat & Rot, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, FVector Start, FVector End, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


code: template<> bool GeomSweepSingle ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & InGeom, const FQuat & Rot, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, FVector Start, FVector End, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


code: template<> bool GeomSweepSingle ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const FPhysicsGeometryCollection & InGeom, const FQuat & Rot, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, FVector Start, FVector End, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )


description: Function used for sweeping a supplied shape against the world as a test

code: static bool GeomSweepTest ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const FQuat & Rot, FVector Start, FVector End, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectParams )