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

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


description: SyncClusterUnionFromProxy will examine the make up of the cluster union (particles, child to parent, etc.) and do whatever is needed on the GT in terms of bookkeeping.

module: Engine

code: void SyncClusterUnionFromProxy()


description: Lambda returns whether or not iteration should continue;.

code: void VisitAllCurrentChildComponents ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool([UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) *)> & Lambda ) const


code: void VisitAllCurrentActors ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool([AActor](API\Runtime\Engine\GameFramework\AActor) *)> & Lambda ) const


className: UClusterUnionComponent

description: The GT data is replicated from the server to the clients either via theFClusterUnionReplicatedDataon the cluster union component or per-child component data is replicated via theUClusterUnionReplicatedProxyComponent. Generally, the same flow is replicated on the client. The only exception is for replicating the X/R/V/W properties on the cluster union particle which does a GT -> PT data sync. There's no particula reason this happens...it just mirrors the single particle physics proxy here.

code: class UClusterUnionComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)

OnComponentAddedEvent

type: FOnClusterUnion...


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


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

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


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

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


code: void OnRep_ChildClusteredComponent()


code: void OnRep_ParticleChildToParents()


code: void SetParentClusterUnion ( [UClusterUnionComponent](API\Runtime\Engine\PhysicsEngine\UClusterUnionComponent) * InComponent )


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


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


description: Called right after calling all OnRep notifies (called even when there are no notifies)

code: virtual void PostRepNotifies()


className: UClusterUnionReplicatedProxyComponent

description: 1) It lets us avoid adding any additional overhead into theUPrimitiveComponent. 2) It lets the replicated information have the same net relevancy as the actor being added to the cluster union rather than having the same net relevancy as the cluster union (i.e. in the case of replicating this data in an array in the ClusterUnionComponent). 3) It lets us pinpoint what exactly is being added/removed (vs if all this data was stored in an array) which lets us be a bit more efficient in terms of modifying the cluster union.

code: class UClusterUnionReplicatedProxyComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)


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


code: void SetParticleChildToParent ( int32 BoneId, const FTransform & ChildToParent )


description: Copies all properties from one constraint to another

code: static void CopyParams ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & SourceAccessor, bool bKeepPosition, bool bKeepRotation )


description: Gets the angular drive mode ( SLERP or Twist And Swing)

code: static void GetAngularDriveMode ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EAngularDriveMode::Type](API\Runtime\Engine\PhysicsEngine\EAngularDriveMode__Type) > & OutDriveMode )


description: Gets the drive params for the angular drive.

code: static void GetAngularDriveParams ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, float & OutPositionStrength, float & OutVelocityStrength, float & OutForceLimit )


description: Gets Constraint Angular Breakable properties

code: static void GetAngularBreakable ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool & bAngularBreakable, float & AngularBreakThreshold )


description: Gets Constraint Angular Motion Ranges

code: static void GetAngularLimits ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EAngularConstraintMotion > & Swing1MotionType, float & Swing1LimitAngle, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EAngularConstraintMotion > & Swing2MotionType, float & Swing2LimitAngle, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EAngularConstraintMotion > & TwistMotionType, float & TwistLimitAngle )


description: Gets Constraint Angular Soft Twist Limit parameters

code: static void GetAngularSoftTwistLimitParams ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool & bSoftTwistLimit, float & TwistLimitStiffness, float & TwistLimitDamping, float & TwistLimitRestitution, float & TwistLimitContactDistance )


description: Sets Constraint Angular Plasticity properties

code: static void GetAngularPlasticity ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool & bAngularPlasticity, float & AngularPlasticityThreshold )


description: Gets Constraint Angular Soft Swing Limit parameters

code: static void GetAngularSoftSwingLimitParams ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool & bSoftSwingLimit, float & SwingLimitStiffness, float & SwingLimitDamping, float & SwingLimitRestitution, float & SwingLimitContactDistance )


description: Gets whether angular velocity twist and swing drive is enabled or not. Only relevant if the AngularDriveMode is set to Twist and Swing

code: static void GetAngularVelocityDriveTwistAndSwing ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool & bOutEnableTwistDrive, bool & bOutEnableSwingDrive )


description: Gets the target velocity for the angular drive.

code: static void GetAngularVelocityTarget ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, FVector & OutVelTarget )


description: Gets whether the angular velocity slerp drive is enabled or not. Only relevant if the AngularDriveMode is set to SLERP

code: static void GetAngularVelocityDriveSLERP ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool & bOutEnableSLERP )


description: Gets whether bodies attched to the constraint can collide or not

code: static bool GetDisableCollsion ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor )


description: Contact TransferGets Constraint Contact Transfer Scale properties

code: static void GetContactTransferScale ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, float & ContactTransferScale )


description: Gets the target orientation for the angular drive.

code: static void GetAngularOrientationTarget ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, FRotator & OutPosTarget )


description: Gets Constraint Linear Breakable properties

code: static void GetLinearBreakable ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool & bLinearBreakable, float & LinearBreakThreshold )


description: Gets the drive params for the linear drive.

code: static void GetLinearDriveParams ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, float & OutPositionStrength, float & OutVelocityStrength, float & OutForceLimit )


description: Gets Constraint Linear Motion Ranges

code: static void GetLinearLimits ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ELinearConstraintMotion > & XMotion, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ELinearConstraintMotion > & YMotion, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ELinearConstraintMotion > & ZMotion, float & Limit )


description: CONSTRAINT BODIESGets Attached body names

code: static void GetAttachedBodyNames ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, [FName](API\Runtime\Core\UObject\FName) & ParentBody, [FName](API\Runtime\Core\UObject\FName) & ChildBody )


description: Gets Constraint Linear Plasticity properties

code: static void GetLinearPlasticity ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool & bLinearPlasticity, float & LinearPlasticityThreshold, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EConstraintPlasticityType > & PlasticityType )


description: Gets the target position for the linear drive.

code: static void GetLinearPositionTarget ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, FVector & OutPosTarget )


description: Gets Constraint Linear Soft Limit parameters

code: static void GetLinearSoftLimitParams ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool & bSoftLinearLimit, float & LinearLimitStiffness, float & LinearLimitDamping, float & LinearLimitRestitution, float & LinearLimitContactDistance )


description: Gets the target velocity for the linear drive.

code: static void GetLinearVelocityTarget ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, FVector & OutVelTarget )


description: Gets whether linear position drive is enabled or not

code: static void GetLinearPositionDrive ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool & bOutEnableDriveX, bool & bOutEnableDriveY, bool & bOutEnableDriveZ )


description: Gets whether linear velocity drive is enabled or not

code: static void GetLinearVelocityDrive ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool & bOutEnableDriveX, bool & bOutEnableDriveY, bool & bOutEnableDriveZ )


description: Gets whether mass conditioning is enabled for the constraint.

code: static bool GetMassConditioningEnabled ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor )


description: Gets whether angular orientation drive are enabled. Only relevant if the AngularDriveMode is set to Twist and Swing

code: static void GetOrientationDriveTwistAndSwing ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool & bOutEnableTwistDrive, bool & bOutEnableSwingDrive )


description: Gets whether the parent body is not affected by it's child motion

code: static bool GetParentDominates ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor )


description: Gets projection parameters of the constraint

code: static void GetProjectionParams ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool & bEnableProjection, float & ProjectionLinearAlpha, float & ProjectionAngularAlpha )


description: Sets Constraint Angular Breakable properties

code: static void SetAngularBreakable ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool bAngularBreakable, float AngularBreakThreshold )


description: Switches the angular drive mode between SLERP and Twist And Swing

code: static void SetAngularDriveMode ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, [EAngularDriveMode::Type](API\Runtime\Engine\PhysicsEngine\EAngularDriveMode__Type) DriveMode )


description: Sets the drive params for the angular drive.

code: static void SetAngularDriveParams ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, float PositionStrength, float VelocityStrength, float InForceLimit )


description: ANGULAR LIMITS Sets COnstraint Angular Motion Ranges

code: static void SetAngularLimits ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EAngularConstraintMotion > Swing1MotionType, float Swing1LimitAngle, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EAngularConstraintMotion > Swing2MotionType, float Swing2LimitAngle, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EAngularConstraintMotion > TwistMotionType, float TwistLimitAngle )


description: Sets the target orientation for the angular drive.

code: static void SetAngularOrientationTarget ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, const FRotator & InPosTarget )


description: Gets whether the angular orientation slerp drive is enabled or not. Only relevant if the AngularDriveMode is set to SLERP

code: static void GetOrientationDriveSLERP ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool & bOutEnableSLERP )


description: Sets Constraint Angular Plasticity properties

code: static void SetAngularPlasticity ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool bAngularPlasticity, float AngularPlasticityThreshold )


description: Sets Constraint Angular Soft Swing Limit parameters

code: static void SetAngularSoftSwingLimitParams ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool bSoftSwingLimit, float SwingLimitStiffness, float SwingLimitDamping, float SwingLimitRestitution, float SwingLimitContactDistance )


description: Sets Constraint Angular Soft Twist Limit parameters

code: static void SetAngularSoftTwistLimitParams ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool bSoftTwistLimit, float TwistLimitStiffness, float TwistLimitDamping, float TwistLimitRestitution, float TwistLimitContactDistance )


description: Enables/Disables angular velocity twist and swing drive. Only relevant if the AngularDriveMode is set to Twist and Swing

code: static void SetAngularVelocityDriveTwistAndSwing ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool bEnableTwistDrive, bool bEnableSwingDrive )


description: Sets the target velocity for the angular drive.

code: static void SetAngularVelocityTarget ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, const FVector & InVelTarget )


description: Enables/Disables the angular velocity slerp drive. Only relevant if the AngularDriveMode is set to SLERP

code: static void SetAngularVelocityDriveSLERP ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool bEnableSLERP )


description: Set Contact Transfer Scale

code: static void SetContactTransferScale ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, float ContactTransferScale )


description: CONSTRAINT BEHAVIOR Sets whether bodies attched to the constraint can collide or not

code: static void SetDisableCollision ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool bDisableCollision )


description: Sets the Linear Breakable properties

code: static void SetLinearBreakable ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool bLinearBreakable, float LinearBreakThreshold )


description: Sets the drive params for the linear drive.

code: static void SetLinearDriveParams ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, float PositionStrength, float VelocityStrength, float InForceLimit )


description: Sets the target position for the linear drive.

code: static void SetLinearPositionTarget ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, const FVector & InPosTarget )


description: LINEAR LIMITSSets Constraint Linear Motion Ranges

code: static void SetLinearLimits ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ELinearConstraintMotion > XMotion, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ELinearConstraintMotion > YMotion, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ELinearConstraintMotion > ZMotion, float Limit )


description: Sets Constraint Linear Plasticity properties

code: static void SetLinearPlasticity ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool bLinearPlasticity, float LinearPlasticityThreshold, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EConstraintPlasticityType > PlasticityType )


description: LINEAR MOTOREnables/Disables linear position drive

code: static void SetLinearPositionDrive ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool bEnableDriveX, bool bEnableDriveY, bool bEnableDriveZ )


description: Sets Constraint Linear Soft Limit parameters

code: static void SetLinearSoftLimitParams ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool bSoftLinearLimit, float LinearLimitStiffness, float LinearLimitDamping, float LinearLimitRestitution, float LinearLimitContactDistance )


description: Enables/Disables linear velocity drive

code: static void SetLinearVelocityDrive ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool bEnableDriveX, bool bEnableDriveY, bool bEnableDriveZ )


description: Sets the target velocity for the linear drive.

code: static void SetLinearVelocityTarget ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, const FVector & InVelTarget )


description: Enable or disable mass conditioning for the constraint.

code: static void SetMassConditioningEnabled ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool bEnableMassConditioning )


description: Enables/Disables the angular orientation slerp drive. Only relevant if the AngularDriveMode is set to SLERP

code: static void SetOrientationDriveSLERP ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool bEnableSLERP )


description: ANGULAR MOTOREnables/Disables angular orientation drive. Only relevant if the AngularDriveMode is set to Twist and Swing

code: static void SetOrientationDriveTwistAndSwing ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool bEnableTwistDrive, bool bEnableSwingDrive )


description: Sets whether the parent body is not affected by it's child motion

code: static void SetParentDominates ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool bParentDominates )


description: Sets projection parameters of the constraint

code: static void SetProjectionParams ( [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) & Accessor, bool bEnableProjection, float ProjectionLinearAlpha, float ProjectionAngularAlpha )


className: UConstraintInstanceBlueprintLibrary

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


description: Applies the physical animation settings to the body given and all bodies below.

code: void ApplyPhysicalAnimationSettingsBelow ( [FName](API\Runtime\Core\UObject\FName) BodyName, const [FPhysicalAnimationData](API\Runtime\Engine\PhysicsEngine\FPhysicalAnimationData) & PhysicalAnimationData, bool bIncludeSelf )


description: Applies the physical animation settings to the body given.

code: void ApplyPhysicalAnimationSettings ( [FName](API\Runtime\Core\UObject\FName) BodyName, const [FPhysicalAnimationData](API\Runtime\Engine\PhysicsEngine\FPhysicalAnimationData) & PhysicalAnimationData )


description: Applies the physical animation profile to the body given and all bodies below.

code: void ApplyPhysicalAnimationProfileBelow ( [FName](API\Runtime\Core\UObject\FName) BodyName, [FName](API\Runtime\Core\UObject\FName) ProfileName, bool bIncludeSelf, bool bClearNotFound )


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: Initializes the component. Occurs at level startup or actor spawn. This is before BeginPlay (Actor or Component). All Components in the level will be Initialized on load before any Actor/Component gets BeginPlay Requires component to be registered, and bWantsInitializeComponent to be true.

code: virtual void InitializeComponent()


description: Sets the skeletal mesh we are driving through physical animation. Will erase any existing physical animation data.

code: void SetSkeletalMeshComponent ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkeletalMeshComponent )


code: void DebugDraw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


description: Returns the target transform for the given body. If physical animation component is not controlling this body, returns its current transform.

code: FTransform GetBodyTargetTransform ( [FName](API\Runtime\Core\UObject\FName) BodyName ) const


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


className: PhysicalAnimationProfile

code: static const [FConstraintProfileProperties](API\Runtime\Engine\PhysicsEngine\FConstraintProfileProperties) PhysicalAnimationProfile = []() { FConstraintProfileProperties RetProfile; RetProfile.LinearLimit.XMotion = LCM_Free; RetProfile.LinearLimit.YMotion = LCM_Free; RetProfile.LinearLimit.ZMotion = LCM_Free; RetProfile.ConeLimit.Swing1Motion = ACM_Free; RetProfile.ConeLimit.Swing2Motion = ACM_Free; RetProfile.TwistLimit.TwistMotion = ACM_Free; RetProfile.LinearDrive.XDrive.bEnablePositionDrive = true; RetProfile.LinearDrive.XDrive.bEnableVelocityDrive = true; RetProfile.LinearDrive.YDrive.bEnablePositionDrive = true; RetProfile.LinearDrive.YDrive.bEnableVelocityDrive = true; RetProfile.LinearDrive.ZDrive.bEnablePositionDrive = true; RetProfile.LinearDrive.ZDrive.bEnableVelocityDrive = true; RetProfile.AngularDrive.SlerpDrive.bEnablePositionDrive = true; RetProfile.AngularDrive.SlerpDrive.bEnableVelocityDrive = true; RetProfile.AngularDrive.AngularDriveMode = EAngularDriveMode::SLERP; return RetProfile; }();


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 )


description: Updates strength multiplyer and any active motors

code: void SetStrengthMultiplyer ( float InStrengthMultiplyer )


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


code: FBox CalcAABB ( const class [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * MeshComponent, const FTransform & LocalToWorld ) const


description: Check if the Bounds can be calculate for the specified MeshComponent. return true if the skeleton match with the physic asset and the bounds can be calculated, otherwise it will return false.

code: bool CanCalculateValidAABB ( const class [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * MeshComponent, const FTransform & LocalToWorld ) const


className: UPhysicalAnimationComponent

code: class UPhysicalAnimationComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

StrengthMultiplyer

type: float

description: Multiplies the strength of any active motors. (can blend from 0-1 for example)


description: Find all the constraints that are connected to a particular body.

code: void BodyFindConstraints ( int32 BodyIndex, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Constraints )


description: Clears physics meshes from all bodies

code: void ClearAllPhysicsMeshes()


code: static void DeclareConstructClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & OutConstructClasses, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )


code: void DrawConstraints ( int32 ViewIndex, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector, const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & RefSkeleton, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & SpaceBases, const FTransform & LocalToWorld, float Scale )


description: Disable collsion between the bodies specified by index.

code: void DisableCollision ( int32 BodyIndexA, int32 BodyIndexB )


code: [FName](API\Runtime\Core\UObject\FName) FindConstraintBoneName ( int32 ConstraintIndex )


description: Enable collsion between the bodies specified by index.

code: void EnableCollision ( int32 BodyIndexA, int32 BodyIndexB )


code: int32 FindConstraintIndex ( [FName](API\Runtime\Core\UObject\FName) ConstraintName )


code: int32 FindBodyIndex ( [FName](API\Runtime\Core\UObject\FName) BodyName ) const


code: int32 FindConstraintIndex ( [FName](API\Runtime\Core\UObject\FName) Bone1Name, [FName](API\Runtime\Core\UObject\FName) Bone2Name )


code: int32 FindMirroredBone ( class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * skelMesh, int32 BoneIndex )


description: Find the index of the physics bone that is controlling this graphics bone.

code: int32 FindControllingBodyIndex ( class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * skelMesh, int32 BoneIndex )


code: int32 FindParentBodyIndex ( class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * skelMesh, int32 StartBoneIndex ) const


className: FRefreshPhysicsAssetChangeDelegate

description: Delegate fired when physics asset changes

code: typedef TMulticastDelegate_OneParam< void, const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * > FRefreshPhysicsAssetChangeDelegate


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


description: Utility for getting indices of all bodies below (and including) the one with the supplied name.

code: void GetBodyIndicesBelow ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutBodyIndices, [FName](API\Runtime\Core\UObject\FName) InBoneName, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkelMesh, bool bIncludeParent )


code: void GetCollisionMesh ( int32 ViewIndex, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector, const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & RefSkeleton, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & SpaceBases, const FTransform & LocalToWorld, const FVector & Scale3D )


description:
Gets a constraint by its joint name
ConstraintInstance accessor to the constraint data

code: [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) GetConstraintByBoneNames ( [FName](API\Runtime\Core\UObject\FName) Bone1Name, [FName](API\Runtime\Core\UObject\FName) Bone2Name )


code: [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) GetConstraintByName ( [FName](API\Runtime\Core\UObject\FName) ConstraintName )


code: [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) GetConstraintInstanceAccessorByIndex ( int32 Index )


code: [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * GetConstraintInstanceByIndex ( uint32 Index )


description: Gets all constraints

code: void GetConstraints ( bool bIncludesTerminated, [TArray](API\Runtime\Core\Containers\TArray)< [FConstraintInstanceAccessor](API\Runtime\Engine\PhysicsEngine\FConstraintInstanceAccessor) > & OutConstraints )


description: Returns a one line description of an object for viewing in the thumbnail view of the generic browser


code: void GetNearestBodyIndicesBelow ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutBodyIndices, [FName](API\Runtime\Core\UObject\FName) InBoneName, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkelMesh )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetPhysicalAnimationProfileNames() const


description: Get the preview mesh for this asset

code: virtual [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetPreviewMesh() const


description: Get whether or not a primitive volume contributes to the mass of the object.

code: bool GetPrimitiveContributeToMass ( int32 BodyIndex, [EAggCollisionShape::Type](API\Runtime\Engine\PhysicsEngine\EAggCollisionShape__Type) PrimitiveType, int32 PrimitiveIndex ) const


description: Get the per-primitive collision filtering mode for a body.

code: [ECollisionEnabled::Type](API\Runtime\Engine\Engine\ECollisionEnabled__Type) GetPrimitiveCollision ( int32 BodyIndex, [EAggCollisionShape::Type](API\Runtime\Engine\PhysicsEngine\EAggCollisionShape__Type) PrimitiveType, int32 PrimitiveIndex ) 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 )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetConstraintProfileNames() const


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


description: Invalidates physics meshes from all bodies. Data will be rebuilt completely.

code: void InvalidateAllPhysicsMeshes()


description: Check whether the two bodies specified are enabled for collision.

code: bool IsCollisionEnabled ( int32 BodyIndexA, int32 BodyIndexB ) const


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

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


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

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


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

code: virtual void PostEditUndo()


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: Update skeletal meshes when physics asset changes

code: void RefreshPhysicsAssetChange() const


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: void SetPrimitiveCollision ( int32 BodyIndex, [EAggCollisionShape::Type](API\Runtime\Engine\PhysicsEngine\EAggCollisionShape__Type) PrimitiveType, int32 PrimitiveIndex, [ECollisionEnabled::Type](API\Runtime\Engine\Engine\ECollisionEnabled__Type) CollisionEnabled )


description: Set whether or not a primitive volume contributes to the mass of the object.

code: void SetPrimitiveContributeToMass ( int32 BodyIndex, [EAggCollisionShape::Type](API\Runtime\Engine\PhysicsEngine\EAggCollisionShape__Type) PrimitiveType, int32 PrimitiveIndex, bool bContributesToMass )


description: IPreviewMeshProviderInterface interface

code: virtual void SetPreviewMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * PreviewMesh, bool bMarkAsDirty )


description: Update the BodySetup ArrayIndexMap.

code: void UpdateBodySetupIndexMap()


description: Update the BoundsBodies array and cache the indices of bodies marked with bConsiderForBounds to BoundsBodies array.

code: void UpdateBoundsBodiesArray()


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


className: UPhysicsAsset

description: USkeletalMesh

code: class UPhysicsAsset : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IInterface_PreviewMeshProvider](API\Runtime\Engine\Interfaces\IInterface_PreviewMeshProvider)

bNotForDedicatedServer

type: uint8: 1

description: If true, we skip instancing bodies for this PhysicsAsset on dedicated servers

BodySetupIndexMap

type: TMap<FName, in...

description: This caches the BodySetupIndexby BodyName to speed up FindBodyIndex

BoundsBodies

type: TArray< int32 >

description: Indexof bodies that are marked bConsiderForBounds

CollisionDisableTable

type: TMap<FRigidBod...

description: Table indicating which pairs of bodies have collision disabled between them.

ConstraintProfiles

type: TArray<FName>

ConstraintSetup

type: TArray<TObject...

description: Array of RB_ConstraintSetup objects.

CurrentConstraintProfileName

type: FName

PreviewSkeletalMesh

type: TSoftObjectPtr<...

SkeletalBodySetups

description: Array of SkeletalBodySetup objects.

SolverIterations

type: FSolverIteratio...

description: Old solver settings shown for reference.

SolverSettings

type: FPhysicsAssetSo...

description: Solver settings when the asset is used with a RigidBody Anim Node (RBAN).

SolverType

type: EPhysicsAssetSo...

description: Solver type used in physics asset editor.

ThumbnailInfo

type: TObjectPtr< cla...

description: Information for thumbnail rendering


description: Handle a single

code: void DefaultHandleCollision_AssumesLocked ( const [FRigidBodyCollisionInfo](API\Runtime\Engine\FRigidBodyCollisionInfo) & MyInfo, const [FRigidBodyCollisionInfo](API\Runtime\Engine\FRigidBodyCollisionInfo) & OtherInfo, const [FCollisionImpactData](API\Runtime\Engine\Engine\FCollisionImpactData) & RigidCollisionData )


description: Get the world we are handling collisions for

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


description: Gives game-specific ability to handle and filter all physics collisions in one place. This is a good place to play sounds and spawn effects, as it does not require special object-specific code.

code: virtual void HandlePhysicsCollisions_AssumesLocked ( [TArray](API\Runtime\Core\Containers\TArray)< [FCollisionNotifyInfo](API\Runtime\Engine\FCollisionNotifyInfo) > & PendingCollisionNotifies )


description: Called after collision handler is allocated for a world. GetWorld should be valid inside this function.

code: virtual void InitCollisionHandler()


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


className: UPhysicsCollisionHandler

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

DefaultImpactSound

description: Sound to play

ImpactReFireDelay

description: Min time between effect/sound being triggered

ImpactThreshold

description: How hard an impact must be to trigger effect/sound

LastImpactSoundTime

description: Time since last impact sound


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: Break this constraint

code: void BreakConstraint()


description: Derived class implementations should call up to their parents.

code: virtual void CheckForErrors()


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

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


description: Get body bounding box. Works without constraint being created

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


description: Internal util to get body box from actor/component name/bone name information

code: FBox GetBodyBoxInternal ( [EConstraintFrame::Type](API\Runtime\PhysicsCore\Chaos\EConstraintFrame__Type) Frame, [FName](API\Runtime\Core\UObject\FName) InBoneName ) const


description: Internal util to get body transform from actor/component name/bone name information

code: FTransform GetBodyTransformInternal ( [EConstraintFrame::Type](API\Runtime\PhysicsCore\Chaos\EConstraintFrame__Type) Frame, [FName](API\Runtime\Core\UObject\FName) InBoneName ) const


description: Get the body instance that we want to constrain to

code: [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * GetBodyInstance ( [EConstraintFrame::Type](API\Runtime\PhysicsCore\Chaos\EConstraintFrame__Type) Frame ) const


description: Get the body frame. Works without constraint being created

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


description: Get connected components and potential related attachement bones

code: void GetConstrainedComponents ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) *& OutComponent1, [FName](API\Runtime\Core\UObject\FName) & OutBoneName1, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) *& OutComponent2, [FName](API\Runtime\Core\UObject\FName) & OutBoneName2 )


description: Internal util to get component from actor/component name

code: [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * GetComponentInternal ( [EConstraintFrame::Type](API\Runtime\PhysicsCore\Chaos\EConstraintFrame__Type) Frame ) const


description: Gets the constraint object


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

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


description: Returns the scale of the constraint as it will be passed into the ConstraintInstance

code: float GetConstraintScale() const


description: Gets the current Swing1 of the constraint

code: float GetCurrentSwing1() const


description: Gets the current Swing2 of the constraint

code: float GetCurrentSwing2() const


description: Gets the current Angular Twist of the constraint

code: float GetCurrentTwist() const


description: Get the physics object that we want to constrain to.

code: Chaos::FPhysicsObject * GetPhysicsObject ( [EConstraintFrame::Type](API\Runtime\PhysicsCore\Chaos\EConstraintFrame__Type) Frame ) const


description: Initialize the frames and creates constraint

code: void InitComponentConstraint()


description: Initializes the component. Occurs at level startup or actor spawn. This is before BeginPlay (Actor or Component). All Components in the level will be Initialized on load before any Actor/Component gets BeginPlay Requires component to be registered, and bWantsInitializeComponent to be true.

code: virtual void InitializeComponent()


description: Retrieve the status of constraint being broken.

code: bool IsBroken()


description: Routes theFConstraintcallback to the dynamic delegate

code: void OnPlasticDeformationHandler ( [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * Constraint )


code: void OnConstraintBrokenHandler ( [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * BrokenConstraint )


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

code: virtual void OnRegister()


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

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


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

code: virtual void OnUnregister()


description: Called when this component is moved in the editor

code: virtual void PostEditComponentMove ( bool bFinished )


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: Sets the Angular Breakable properties

code: void SetAngularBreakable ( bool bAngularBreakable, float AngularBreakThreshold )


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: Switches the angular drive mode between SLERP and Twist And Swing

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


description: Sets the drive params for the angular drive.

code: void SetAngularDriveParams ( float PositionStrength, float VelocityStrength, float InForceLimit )


description: Enables/Disables angular orientation drive. Only relevant if the AngularDriveMode is set to Twist and Swing

code: void SetAngularOrientationDrive ( bool bEnableSwingDrive, bool bEnableTwistDrive )


description: Sets the target orientation for the angular drive.

code: void SetAngularOrientationTarget ( const FRotator & InPosTarget )


description: Sets the Angular Plasticity properties

code: void SetAngularPlasticity ( bool bAngularPlasticity, float AngularPlasticityThreshold )


description: Sets the Angular Swing1 Motion Type

code: void SetAngularSwing1Limit ( EAngularConstraintMotion MotionType, float Swing1LimitAngle )


description: Sets the Angular Twist Motion Type

code: void SetAngularTwistLimit ( EAngularConstraintMotion ConstraintType, float TwistLimitAngle )


description: Enables/Disables angular velocity twist and swing drive. Only relevant if the AngularDriveMode is set to Twist and Swing

code: void SetAngularVelocityDriveTwistAndSwing ( bool bEnableTwistDrive, bool bEnableSwingDrive )


description: Enables/Disables the angular velocity slerp drive. Only relevant if the AngularDriveMode is set to SLERP

code: void SetAngularVelocityDriveSLERP ( bool bEnableSLERP )


code: void SetAngularVelocityDrive ( bool bEnableSwingDrive, bool bEnableTwistDrive )


description: Sets the target velocity for the angular drive.

code: void SetAngularVelocityTarget ( const FVector & InVelTarget )


description: Directly specify component to connect. Will update frames based on current position.

code: void SetConstrainedComponents ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component1, [FName](API\Runtime\Core\UObject\FName) BoneName1, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component2, [FName](API\Runtime\Core\UObject\FName) BoneName2 )


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

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


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

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


description: Sets the Angular Swing2 Motion Type

code: void SetAngularSwing2Limit ( EAngularConstraintMotion MotionType, float Swing2LimitAngle )


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

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


description: If true, the collision between the two rigid bodies of the constraint will be disabled.

code: void SetDisableCollision ( bool bDisableCollision )


description: Sets the contact transfer scale properties

code: void SetContactTransferScale ( float ContactTransferScale )


description: Sets the Linear Breakable properties

code: void SetLinearBreakable ( bool bLinearBreakable, float LinearBreakThreshold )


description: Sets the drive params for the linear drive.

code: void SetLinearDriveParams ( float PositionStrength, float VelocityStrength, float InForceLimit )


description: Enables/Disables linear position drive

code: void SetLinearPositionDrive ( bool bEnableDriveX, bool bEnableDriveY, bool bEnableDriveZ )


description: Enables/Disables linear position drive

code: void SetLinearVelocityDrive ( bool bEnableDriveX, bool bEnableDriveY, bool bEnableDriveZ )


description: Sets the target position for the linear drive.

code: void SetLinearPositionTarget ( const FVector & InPosTarget )


description: Sets the target velocity for the linear drive.

code: void SetLinearVelocityTarget ( const FVector & InVelTarget )


description: Sets the Linear Plasticity properties

code: void SetLinearPlasticity ( bool bLinearPlasticity, float LinearPlasticityThreshold, EConstraintPlasticityType PlasticityType )


description: Sets the LinearY Motion Type

code: void SetLinearYLimit ( ELinearConstraintMotion ConstraintType, float LimitSize )


description: Sets the LinearX Motion Type

code: void SetLinearXLimit ( ELinearConstraintMotion ConstraintType, float LimitSize )


description: Sets the LinearZ Motion Type

code: void SetLinearZLimit ( ELinearConstraintMotion ConstraintType, float LimitSize )


description: Break the constraint

code: void TermComponentConstraint()


code: void SetOrientationDriveTwistAndSwing ( bool bEnableTwistDrive, bool bEnableSwingDrive )


description: Update the reference frames held inside the constraint that indicate the joint location in the reference frame of the two connected bodies. You should call this whenever the constraint or either Component moves, or if you change the connected Components. This function does nothing though once the joint has been initialized.

code: void UpdateConstraintFrames()


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


className: UPhysicsConstraintComponent

description: This is effectively a joint that allows you to connect 2 rigid bodies together. You can create different types of joints using the various parameters of this component.

code: class UPhysicsConstraintComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

type: FConstrainCompo...

description: Name of first component property to constrain.

description: Name of second component property to constrain.

type: TObjectPtr<AAc...

description: Pointer to first Actor to constrain.

description: Pointer to second Actor to constrain.

ConstraintInstance

type: FConstraintInst...

description: All constraint settings

OnConstraintBroken

type: FConstraintBrok...

description: Notification when constraint is broken.

OnPlasticDeformation

type: FPlasticDeforma...

description: Notification when constraint plasticity drive target changes.

type: TWeakObjectPtr<...

description: Allows direct setting of first component to constraint.

description: Allows direct setting of second component to constraint.


code: void AddConstraintProfile ( [FName](API\Runtime\Core\UObject\FName) ProfileName )


code: void DuplicateConstraintProfile ( [FName](API\Runtime\Core\UObject\FName) DuplicateFromName, [FName](API\Runtime\Core\UObject\FName) DuplicateToName )


description: Returns the properties associated with the named constraint profile. If the profile isn't found it returns the default profile properties.

code: const [FConstraintProfileProperties](API\Runtime\Engine\PhysicsEngine\FConstraintProfileProperties) & GetConstraintProfilePropertiesOrDefault ( [FName](API\Runtime\Core\UObject\FName) ProfileName ) const


description: Find profile with given name and apply it to constraint instance. Note we cannot return a pointer to the constraint profile as it's in aTArrayby value and could be resized leading to an unsafe API

code: void ApplyConstraintProfile ( [FName](API\Runtime\Core\UObject\FName) ProfileName, [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) & CI, bool bDefaultIfNotFound ) const


description: Whether the constraint template has this profile. Note we cannot return a pointer to the constraint profile as it's in aTArrayby value and could be resized leading to an unsafe API

code: bool ContainsConstraintProfile ( [FName](API\Runtime\Core\UObject\FName) ProfileName ) const


description: Enables/Disables the angular orientation slerp drive. Only relevant if the AngularDriveMode is set to SLERP

code: void SetOrientationDriveSLERP ( bool bEnableSLERP )


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

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


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: void RenameConstraintProfile ( [FName](API\Runtime\Core\UObject\FName) CurrentName, [FName](API\Runtime\Core\UObject\FName) NewName )


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


code: void UpdateConstraintProfiles ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & Profiles )


description: Update the profile instance if anything changes

code: void UpdateProfileInstance()


className: UPhysicsConstraintTemplate

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

ProfileHandles

type: TArray<FPhysic...

description: Handles to the constraint profiles applicable to this constraint


code: void RemoveConstraintProfile ( [FName](API\Runtime\Core\UObject\FName) ProfileName )


description: Get the current location and rotation

code: void GetTargetLocationAndRotation ( FVector & TargetLocation, FRotator & TargetRotation ) const


description: Returns the currently grabbed component, or null if nothing is grabbed.

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


description: Grab the specified component at a given location and rotation. Constrains rotation.

code: void GrabComponentAtLocationWithRotation ( class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, [FName](API\Runtime\Core\UObject\FName) InBoneName, FVector Location, FRotator Rotation )


description: Copy constraint instance into default profile.

code: void SetDefaultProfile ( [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) & CI )


description: Grab the specified component

code: virtual void GrabComponent ( class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, [FName](API\Runtime\Core\UObject\FName) InBoneName, FVector GrabLocation, bool bConstrainRotation )


description: Grab the specified component at a given location. Does NOT constraint rotation which means the handle will pivot about GrabLocation.

code: void GrabComponentAtLocation ( class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, [FName](API\Runtime\Core\UObject\FName) InBoneName, FVector GrabLocation )


code: virtual void GrabComponentImp ( class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, [FName](API\Runtime\Core\UObject\FName) InBoneName, const FVector & Location, const FRotator & Rotation, bool bRotationConstrained )


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

code: virtual void OnUnregister()


description: Release the currently held component

code: virtual void ReleaseComponent()


description: Set angular damping

code: void SetAngularDamping ( float NewAngularDamping )


description: Set angular stiffness

code: void SetAngularStiffness ( float NewAngularStiffness )


description: Set interpolation speed

code: void SetInterpolationSpeed ( float NewInterpolationSpeed )


description: Set linear damping

code: void SetLinearDamping ( float NewLinearDamping )


description: Set linear stiffness

code: void SetLinearStiffness ( float NewLinearStiffness )


description: Set target location and rotation

code: void SetTargetLocationAndRotation ( FVector NewLocation, FRotator NewRotation )


description: Set the target rotation

code: void SetTargetRotation ( FRotator NewRotation )


description: Update the underlying constraint drive settings from the params in this component

code: virtual void UpdateDriveSettings()


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 )


description: Set the target location

code: void SetTargetLocation ( FVector NewLocation )


description: Move the kinematic handle to the specified

code: virtual void UpdateHandleTransform ( const FTransform & NewTransform )


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


className: UPhysicsHandleComponent

description: Utility object for moving physics objects around.

code: class UPhysicsHandleComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

AngularDamping

type: float

description: Angular damping of the handle spring

AngularStiffness

description: Angular stiffness of the handle spring

bInterpolateTarget

type: uint32:  1

bPendingConstraint

type: bool

bRotationConstrained

type: uint32: 1

description: Are we currently constraining the rotation of the grabbed object.

ConstraintHandle

type: FPhysicsConstra...

ConstraintLocalPosition

type: FVector

ConstraintLocalRotation

type: FRotator

CurrentTransform

type: FTransform

description: Current transform

GrabbedBoneName

description: Name of bone, if we are grabbing a skeletal component

GrabbedComponent

description: Component we are currently holding

GrabbedHandle

type: FPhysicsActorHa...

InterpolationSpeed

description: How quickly we interpolate the physics target transform

LinearDamping

description: Linear damping of the handle spring.

LinearStiffness

description: Linear stiffness of the handle spring

PhysicsUserData

type: FPhysicsUserDat...

TargetTransform

description: Target transform


code: static void ApplyRadialImpulse ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, FVector Origin, float Radius, float Strength, enum ERadialImpulseFalloff Falloff, bool bApplyStrain )


code: static [FClosestPhysicsObjectResult](API\Runtime\Chaos\Chaos\FClosestPhysicsObjectResult) GetClosestPhysicsObjectFromWorldLocation ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, const FVector & WorldLocation )


className: UPhysicsObjectBlueprintLibrary

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


code: static FTransform GetPhysicsObjectWorldTransform ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, [FName](API\Runtime\Core\UObject\FName) BoneName )


code: static bool ExtractClosestPhysicsObjectResults ( const [FClosestPhysicsObjectResult](API\Runtime\Chaos\Chaos\FClosestPhysicsObjectResult) & Result, [FName](API\Runtime\Core\UObject\FName) & OutName )


code: static [UPhysicsSettings](API\Runtime\Engine\PhysicsEngine\UPhysicsSettings) * Get()


code: int32 GetPhysicsHistoryCount() const


description: Load Material Type data from INI file this changes displayname meta data. That means we won't need it outside of editor

code: void LoadSurfaceType()


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


description: UObjectinterface

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


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

code: virtual void PostInitProperties()


className: UPhysicsSettings

description: Default physics settings.

code: class UPhysicsSettings : public [UPhysicsSettingsCore](API\Runtime\PhysicsCore\UPhysicsSettingsCore)

AnimPhysicsMinDeltaTime

description: Min Delta Time below which anim dynamics and rigidbody nodes will not simulate.

AsyncFixedTimeStepSize

description: If using async, the time step size to tick at.

bDisableActiveActors

description: If true, physx will not update unreal with any bodies that have moved during the simulation.

bDisableCCD

description: If true CCD will be ignored.

bDisableKinematicKinematicPairs

description: Whether to disable generating KK pairs, enabling this speeds up contact generation, however it is required when using APEX destruction.

bDisableKinematicStaticPairs

description: Whether to disable generating KS pairs, enabling this makes switching between dynamic and static slower for actors - but speeds up contact generation by early rejecting these pairs

bSimulateAnimPhysicsAfterReset

description: Whether to simulate anim physics nodes in the tick where they're reset.

bSubstepping

description: Whether to substep the physics simulation.

bSubsteppingAsync

description: Whether to substep the async physics simulation.

bSupportUVFromHitResults

description: If true, store extra information to allow FindCollisionUV to derive UV info from a line trace hit result, using the FindCollisionUV utility

bSuppressFaceRemapTable

description: If true, the internal physx face to UE face mapping will not be generated.

bTickPhysicsAsync

description: Whether to tick physics simulation on an async thread.

ChaosSettings

type: FChaosPhysicsSe...

description: Chaos physics engine settings

DefaultBroadphaseSettings

type: FBroadphaseSett...

description: If we want to Enable MPB or not globally.

DefaultDegreesOfFreedom

type: TEnumAsByte<ES...

description: Useful for constraining all objects in the world, for example if you are making a 2D game using 3D environments.

InitialAverageFrameRate

description: Physics delta time initial average.

MaxPhysicsDeltaTime

description: Max Physics Delta Time to be clamped.

MaxSubstepDeltaTime

description: Max delta time (in seconds) for an individual simulation substep.

MaxSubsteps

description: Max number of substeps for physics simulation.

MinDeltaVelocityForHitEvents

description: Minimum velocity delta required on a collinding object for Chaos to send a hit event

MinPhysicsDeltaTime

description: Min Physics Delta Time; the simulation will not step if the delta time is below this value

PhysicalSurfaces

description: PhysicalMaterial Surface Types.

PhysicErrorCorrection

type: FRigidBodyError...

description: Error correction data for replicating simulated physics (rigid bodies)

PhysicsPrediction

type: FPhysicsPredict...

description: Settings for Networked Physics Prediction, experimental.

PhysXTreeRebuildRate

type: int

description: The number of frames it takes to rebuild the PhysX scene query AABB tree.

SyncSceneSmoothingFactor

description: Physics delta time smoothing factor for sync scene.


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


description: Returns the spring compression as a normalized scalar along spring direction. 0 implies spring is at rest 1 implies fully compressed


description: Returns the spring direction from start to resting point

code: FVector GetSpringDirection() const


description: Returns the spring current end point in world space.


description: Returns the spring resting point in world space.

code: FVector GetSpringRestingPoint() const


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

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


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


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

code: virtual void OnRegister()


className: UPhysicsSpringComponent

description: Note: this component is still work in progress. Uses raycast springs for simple vehicle forces Used with objects that have physics to create a spring down the X direction ie. point X in the direction you want generate spring.

code: class UPhysicsSpringComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

bIgnoreSelf

description: If true, the spring will ignore all components in its own actor

SpringChannel

type: TEnumAsByte< en...

description: Strength of thrust force applied to the base object.

SpringCompression

description: The current compression of the spring. A spring at rest will have SpringCompression 0.

SpringDamping

description: Specifies how quickly the spring can absorb energy of a body.

SpringLengthAtRest

description: Determines how long the spring will be along the X-axis at rest.

SpringRadius

description: Determines the radius of the spring.

SpringStiffness

description: Specifies how much strength the spring has.


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


description: Add an object type for this radial force to affect

code: virtual void AddObjectTypeToAffect ( [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< enum EObjectTypeQuery > ObjectType )


className: UPhysicsThrusterComponent

description: Used with objects that have physics to apply a force down the negative-X direction ie. point X in the direction you want the thrust in.

code: class UPhysicsThrusterComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

ThrustStrength

type: float


description: Add a collision channel for this radial force to affect

code: void AddCollisionChannelToAffect ( enum ECollisionChannel CollisionChannel )


description: Begins Play for the component. Called when the owning Actor begins play or when the component is created if the Actor has already begun play. Actor BeginPlay normally happens right after PostInitializeComponents but can be delayed for networked or child actors. Requires component to be registered and initialized.

code: virtual void BeginPlay()


description: Fire a single impulse

code: virtual void FireImpulse()


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: Remove an object type that is affected by this radial force

code: virtual void RemoveObjectTypeToAffect ( [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< enum EObjectTypeQuery > ObjectType )


description: Update CollisionObjectQueryParams from ObjectTypesToAffect

code: void UpdateCollisionObjectQueryParams()


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


className: URadialForceComponent

description: Used to emit a radial force or impulse that can affect physics objects and or destructible objects.

code: class URadialForceComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

bIgnoreOwningActor

description: If true, do not apply force/impulse to any physics objects that are part of the Actor that owns this component.

bImpulseVelChange

description: If true, the impulse will ignore mass of objects and will always result in a fixed velocity change

CollisionObjectQueryParams

type: FCollisionObjec...

description: Cached object query params derived from ObjectTypesToAffect

Falloff

description: How the force or impulse should fall off as object are further away from the center

ForceStrength

description: How strong the force should be

ImpulseStrength

description: How strong the impulse should be

ObjectTypesToAffect

type: TArray<TEnumAs...

description: The object types that are affected by this radial force

Radius

description: The radius to apply the force or impulse in


description: Creates a new physical animation profile entry

code: void AddPhysicalAnimationProfile ( [FName](API\Runtime\Core\UObject\FName) ProfileName )


code: void DuplicatePhysicalAnimationProfile ( [FName](API\Runtime\Core\UObject\FName) DuplicateFromName, [FName](API\Runtime\Core\UObject\FName) DuplicateToName )


code: const [FPhysicalAnimationProfile](API\Runtime\Engine\PhysicsEngine\FPhysicalAnimationProfile) * FindPhysicalAnimationProfile ( const [FName](API\Runtime\Core\UObject\FName) ProfileName ) const


code: [FPhysicalAnimationProfile](API\Runtime\Engine\PhysicsEngine\FPhysicalAnimationProfile) * FindPhysicalAnimationProfile ( const [FName](API\Runtime\Core\UObject\FName) ProfileName )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FPhysicalAnimationProfile](API\Runtime\Engine\PhysicsEngine\FPhysicalAnimationProfile) > & GetPhysicalAnimationProfiles() const


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


description: Removes physical animation profile

code: void RemovePhysicalAnimationProfile ( [FName](API\Runtime\Core\UObject\FName) ProfileName )


code: void RenamePhysicalAnimationProfile ( [FName](API\Runtime\Core\UObject\FName) CurrentName, [FName](API\Runtime\Core\UObject\FName) NewName )


code: void UpdatePhysicalAnimationProfiles ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & Profiles )


className: USkeletalBodySetup

code: class USkeletalBodySetup : public [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup)

bSkipScaleFromAnimation

type: bool

description: If true we ignore scale changes from animation.

CurrentPhysicalAnimationProfile

type: FPhysicalAnimat...

description: Dummy place for customization inside phat. Profiles are ordered dynamically and we need a static place for detail customization


className: BufferOffsets

description: Type of targets offsets

code: typedef [TStaticArray](API\Runtime\Core\Containers\TStaticArray)< int32, 32, 16 > BufferOffsets


className: FPhysicsFieldInfos

code: struct FPhysicsFieldInfos

bBuildClipmap

description: Boolean to check if we are building the clipmap or not

BoundsOffsets

type: TStaticArray< i...

description: Min Bounds for each target/clipmap

bShowFields

description: Boolean to check if we are visualizing the field

CellsMax

type: TArray< FIntVec...

description: Max Bounds for each target/clipmap

CellsMin

description: Min Bounds for each target/clipmap

CellsOffsets

type: TArray< int32 >

description: Bounds Cells offsets

ClipmapCenter

type: FVector

description: Clipmap Center

ClipmapCount

description: Clipmap Count

ClipmapDistance

description: Clipmap Distance

ClipmapExponent

description: Clipmap Exponent

ClipmapResolution

description: Clipmap Resolution

IntegerTargets

type: BufferOffsets

description: Integer targets offsets

PhysicsBounds

type: TStaticArray< F...

description: Physics Targets bounds

PhysicsTargets

description: Physics targets offsets

ScalarTargets

description: Scalar Targets Offsets

TargetCount

description: Size of the datas stored on each voxels

TargetTypes

type: TArray< EFieldP...

description: Target types to be processed

TimeSeconds

description: Time in seconds for field evaluation

ValidCount

description: Clipmap Count

ValidTargets

description: Valid targets offsets

VectorTargets

description: Vector Targets Offsets

ViewOrigin

description: Clipmap Resolution


description: Initializes the instance for the given resource.FPhysicsFieldInstance

code: void InitInstance ( const [TArray](API\Runtime\Core\Containers\TArray)< EFieldPhysicsType > & TargetTypes, const bool bBuildClipmap )


description: Release the resource of the instance.

code: void ReleaseInstance()


description: Destructor.

code: ~FPhysicsFieldInstance()


description: Update the datas based on the new bounds and commands

code: void UpdateInstance ( const float TimeSeconds, const bool bIsDebugBuffer )


className: FPhysicsFieldInstance

description: An instance of a Physics Field.

code: class FPhysicsFieldInstance

BoundsMax

type: TArray< FVector...

description: Commands bounds max sorted per target type

BoundsMin

description: Commands bounds min sorted per target type

BoundsOffsets

description: Bounds offsets in the bounds array

FieldCommands

type: TArray<FFieldS...

description: List of all the field commands in the world

FieldResource

type: FPhysicsFieldRe...

description: The field system resource.

NodesOffsets

description: Nodes offsets in the paramter array

NodesParams

type: TArray< float >

description: Nodes input parameters and connection

TargetsMax

description: Max Bounds for each target/clipmap

TargetsMin

description: Min Bounds for each target/clipmap

TargetsOffsets

description: Targets offsets in the nodes array


description: Init Field resources.

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


description: Default constructor.

code: FPhysicsFieldInstance()


description: Release Field resources.

code: virtual void ReleaseRHI()


description: Update Bounds.

code: void UpdateBounds ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & TargetsMin, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & TargetsMax, const [TStaticArray](API\Runtime\Core\Containers\TStaticArray)< int32, EFieldPhysicsType::Field_PhysicsType_Max+1 > & TargetOffsets, const [TStaticArray](API\Runtime\Core\Containers\TStaticArray)< int32, EFieldPhysicsType::Field_PhysicsType_Max+1 > & BoundsOffsets )


description: Update RHI resources.

code: void UpdateResource ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, const [TStaticArray](API\Runtime\Core\Containers\TStaticArray)< int32, EFieldPhysicsType::Field_PhysicsType_Max+1 > & TargetsOffsetsDatas, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & NodesOffsetsDatas, const [TArray](API\Runtime\Core\Containers\TArray)< float > & NodesParamsDatas, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & TargetsMinDatas, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & TargetsMaxDatas, const float TimeSeconds, const [TArray](API\Runtime\Core\Containers\TArray)< FVector4 > & BoundsMinDatas, const [TArray](API\Runtime\Core\Containers\TArray)< FVector4 > & BoundsMaxDatas, const [TStaticArray](API\Runtime\Core\Containers\TStaticArray)< int32, EFieldPhysicsType::Field_PhysicsType_Max+1 > & BoundsOffsetsDatas )


className: FPhysicsFieldResource

description: Physics Field render resource.

code: class FPhysicsFieldResource : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)

BoundsMax

type: FRWBuffer

description: Bounds max buffer

BoundsMin

description: Bounds Min buffer

CellsMax

description: Cells max buffer

CellsMin

description: Cells Min buffer

CellsOffsets

description: Cells offsets buffer

ClipmapBuffer

description: Field cached clipmap buffer

FieldInfos

type: FPhysicsFieldIn...

description: Field infos that will be used to allocate memory and to transfer information

NodesOffsets

description: Field nodes offsets buffer

NodesParams

description: Field nodes params buffer

description: Field targets nodes buffer


description: FPhysicsFieldSceneProxy.

code: FPhysicsFieldSceneProxy ( class [UPhysicsFieldComponent](API\Runtime\Engine\PhysicsField\UPhysicsFieldComponent) * PhysicsFieldComponent )


description: Destructor.

code: ~FPhysicsFieldSceneProxy()


className: FPhysicsFieldSceneProxy

description: ClassFPhysicsFieldSceneProxyfinal : publicFPrimitiveSceneProxy

code: class FPhysicsFieldSceneProxy

DebugResource

description: The CPU physics field resource which this proxy is visualizing.

FieldResource

description: The GPU physics field resource which this proxy is visualizing.


description: Add the construction field command

code: void AddConstructionCommand ( const [FFieldSystemCommand](API\Runtime\Chaos\Field\FFieldSystemCommand) & FieldCommand )


description: Add the persistent field command

code: void AddPersistentCommand ( const [FFieldSystemCommand](API\Runtime\Chaos\Field\FFieldSystemCommand) & FieldCommand, const bool bIsGPUField )


description: Build the command bounds

code: static void BuildCommandBounds ( [FFieldSystemCommand](API\Runtime\Chaos\Field\FFieldSystemCommand) & FieldCommand )


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

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


description: Add the transient field command

code: void AddTransientCommand ( const [FFieldSystemCommand](API\Runtime\Chaos\Field\FFieldSystemCommand) & FieldCommand, const bool bIsGPUField )


description: FPhysicsFieldResource

code: FPhysicsFieldResource ( const int32 TargetCount, const [TArray](API\Runtime\Core\Containers\TArray)< EFieldPhysicsType > & TargetTypes, const [FPhysicsFieldInfos::BufferOffsets](API\Runtime\Engine\PhysicsField\FPhysicsFieldInfos\BufferOffsets) & VectorTargets, const [FPhysicsFieldInfos::BufferOffsets](API\Runtime\Engine\PhysicsField\FPhysicsFieldInfos\BufferOffsets) & ScalarTargets, const [FPhysicsFieldInfos::BufferOffsets](API\Runtime\Engine\PhysicsField\FPhysicsFieldInfos\BufferOffsets) & IntegerTargets, const [FPhysicsFieldInfos::BufferOffsets](API\Runtime\Engine\PhysicsField\FPhysicsFieldInfos\BufferOffsets) & PhysicsTargets, const [TStaticArray](API\Runtime\Core\Containers\TStaticArray)< FIntVector4, 32, 16 > & PhysicsBounds, const bool bBuildClipmap )


description: Fill the persistent commands intersecting the bounding box from the physics field

code: void FillPersistentCommands ( const bool bIsWorldField, const FBox & BoundingBox, const float TimeSeconds, [TArray](API\Runtime\Core\Containers\TArray)< [FFieldSystemCommand](API\Runtime\Chaos\Field\FFieldSystemCommand) > & OutputCommands ) const


description: Fill the transient commands intersecting the bounding box from the physics field

code: void FillTransientCommands ( const bool bIsWorldField, const FBox & BoundingBox, const float TimeSeconds, [TArray](API\Runtime\Core\Containers\TArray)< [FFieldSystemCommand](API\Runtime\Chaos\Field\FFieldSystemCommand) > & OutputCommands ) const


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

code: virtual void OnRegister()


description: Remove the persistent field command

code: void RemovePersistentCommand ( const [FFieldSystemCommand](API\Runtime\Chaos\Field\FFieldSystemCommand) & FieldCommand, const bool bIsGPUField )


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

code: virtual void OnUnregister()


description: Remove the transient field command

code: void RemoveTransientCommand ( const [FFieldSystemCommand](API\Runtime\Chaos\Field\FFieldSystemCommand) & FieldCommand, const bool bIsGPUField )


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


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 )


description: PhysicsFieldComponent

code: UPhysicsFieldComponent()


className: UPhysicsFieldComponent

description: PhysicsFieldComponent

code: class UPhysicsFieldComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

ConstructionCommands

description: List of all the field construction commands in the world

DebugInstance

description: The instance of the CPU field system.

FieldInstance

description: The instance of the GPU field system.

FieldProxy

type: FPhysicsFieldSc...

description: Scene proxy to be sent to the render thread.

PersistentCommands

description: List of all the field persistent commands in the world

TransientCommands

description: List of all the field transient commands in the world


description: Evaluate the world physics integer field from BP

code: static int32 EvalPhysicsIntegerField ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector & WorldPosition, const EFieldIntegerType IntegerType )


description: Evaluate the world physics scalar field from BP

code: static float EvalPhysicsScalarField ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector & WorldPosition, const EFieldScalarType ScalarType )


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


description: Evaluate the world physics vector field from BP

code: static FVector EvalPhysicsVectorField ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector & WorldPosition, const EFieldVectorType VectorType )


className: UPhysicsFieldStatics

description: Static function with world field evaluation

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


description: Dumps a text blob describing all stats captured by the snapshot to the given output device. Outputs to the LogHealthSnapshot log category.

code: void Dump ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: virtual void CapturePerformanceStats ( const [FPerformanceTrackingChart](API\Runtime\Engine\FPerformanceTrackingChart) * GameplayFPSChart )


description: Dump a text blob describing all stats captured by the snapshot to the given output device with the given log category.

code: virtual void DumpStats ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [FName](API\Runtime\Core\UObject\FName) CategoryName )


className: FMemoryStat

description: Helper class that can describe memory in a system. Some systems may not provide Used/Peak values.

code: template<typename T> struct FMemoryStat

Peak

type: T


className: FMmaStat

code: template<typename T> struct FMmaStat


className: FThreadStat

code: struct FThreadStat

AvgTime

type: float


description: Snapshots current memory stats

code: virtual void CaptureMemoryStats()


description: Create a snapshot of the current game health. Captures only memory stats.

code: FHealthSnapshot ( const TCHAR * Title )


description: Create a snapshot of the current game health. Captures both memory and performance stats.

code: FHealthSnapshot ( const TCHAR * Title, const [FPerformanceTrackingChart](API\Runtime\Engine\FPerformanceTrackingChart) * GameplayFPSChart )


description: Called internally to generate rate checkpoints

code: void Checkpoint()


description: Clears all accumulated data

code: void Clear()


className: ReportAll

code: enum &123; ReportAll = ReportLeaks | ReportAllocs | ReportMemReport &125;


className: FHealthSnapshot

description: Snapshots can be dumped to logs or any otherFOutputDevice.

code: class FHealthSnapshot

AvgFPS

type: double

CPUMemoryMB

type: FMemoryStat< fl...

description: General "how much memory is used".

DrawCalls

type: FMmaStat< int >

DynamicResolution

type: FMmaStat< doubl...

GameThread

type: FThreadStat

MeasuredPerfTime

description: Performance data

PhysicalMemory

type: FMmaStat< uint6...

PhysicalMemoryMB

description: System level info.

PlatformMemoryStats

type: TArray< typenam...

Title

type: FString

description: Title of the Snapshot


className: ReportMemReport

code: enum &123; ReportMemReport = (1 << 2) &125;


className: FMallocLeakReportDelegate

code: typedef TMulticastDelegate_TwoParams< void, const int32, const int32 > FMallocLeakReportDelegate


description: Return singleton instance

code: static [FMallocLeakReporter](API\Runtime\Engine\ProfilingDebugging\FMallocLeakReporter) & Get()


description: Sets default options for reporting allocations

code: void SetDefaultAllocReportOptions ( const [FMallocLeakReportOptions](API\Runtime\Core\HAL\FMallocLeakReportOptions) & Options )


description: Starts tracking allocations.

code: void Start ( int32 FilterSize, float ReportOnTime )


description: Sets default options for what are considered memory leaks

code: void SetDefaultLeakReportOptions ( const [FMallocLeakReportOptions](API\Runtime\Core\HAL\FMallocLeakReportOptions) & Options )


description: Stop tracking leaks

code: void Stop()


description: Writes out a report according to the passed in options

code: int32 WriteReport ( const TCHAR * ReportName, const [FMallocLeakReportOptions](API\Runtime\Core\HAL\FMallocLeakReportOptions) & Options )


description: Writes out a set of reports according to our defaults

code: int32 WriteReports ( const uint32 ReportFlags )


className: FMallocLeakReporter

description: Reports are written to the profiling dir, e,g GameName/Saved/Profiling/SessionName

code: class FMallocLeakReporter

DefaultAllocReportOptions

type: FMallocLeakRepo...

DefaultLeakReportOptions

description: Report vars.

Enabled

type: bool


description: Private constructor

code: FMallocLeakReporter()


className: FLogCategoryAlias

description: In no logging configurations all log categories are of type FNoLoggingCategory, which has no relation withFLogCategoryBase. In order to not need to conditionally set the argument alias the type here.


code: static void RequestScreenshot ( [FString](API\Runtime\Core\Containers\FString) Name, bool bShowUI, const [FLogCategoryAlias](API\Runtime\Engine\ProfilingDebugging\FTraceScreenshot\FLogCategoryAlias) & LogCategory )


className: bSuppressWritingToFile

code: static bool bSuppressWritingToFile = false;


description: Reset the internal state of the TraceScreenshot system.

code: static void Reset()


description: Returns true if the screenshot should not be writted to a file.


description: Add the provided screenshot to the trace.

code: static void TraceScreenshot ( int32 InSizeX, int32 InSizeY, const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & InImageData, const [FString](API\Runtime\Core\Containers\FString) & InScreenshotName, int32 DesiredX )


code: static void TraceScreenshot ( int32 InSizeX, int32 InSizeY, const [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & InImageData, const [FString](API\Runtime\Core\Containers\FString) & InScreenshotName, int32 DesiredX )


className: FTraceScreenshot

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

code: class FTraceScreenshot


description: Writes a snapshot to the log. Captures memory stats by default. Also captures performance stats if called after StartHealthSnapshotChart and before SopHealthSnapshotChart.

code: static void LogPerformanceSnapshot ( const [FString](API\Runtime\Core\Containers\FString) SnapshotTitle, bool bResetStats )


description: Stops capturing FPS charts only if StartHealthSnapshotChart has first been called. Does nothing if FPS charts are not running. HealthSnapshots captured after this is called will not include performance stats.

code: static void StopPerformanceSnapshots()


className: PerformanceChart

description: The performance chart we register with the engine for tracking

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPerformanceTrackingChart](API\Runtime\Engine\FPerformanceTrackingChart) > PerformanceChart;


description: Begins capturing FPS charts that can be used to include performance data in a HealthSnapshot. If snapshots are already running clears all accumulated performance data

code: static void StartPerformanceSnapshots()


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


className: UHealthSnapshotBlueprintLibrary

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


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Gives child classes an opportunity to add additional data to the final report. They should prepend anything they append with  and separate each field they add with .

code: virtual void AugmentReportRow ( FUtf8StringBuilderBase & Builder, int32 TrackingIndex )


code: virtual void AugmentReportHeader ( FUtf8StringBuilderBase & Builder )


code: virtual bool DoesSupportWorldType ( const [EWorldType::Type](API\Runtime\Engine\Engine\EWorldType__Type) WorldType ) const


code: static const TCHAR * EnumToString ( [ULevelStreamingProfilingSubsystem::ELevelState](API\Runtime\Engine\ProfilingDebugging\ULevelStreamingProfilingSubsyste-\ELevelState) State )


code: FActiveLevel &40; int32 InStatsIndex &41;


className: ELevelState

code: enum ELevelState { None, QueuedForLoading, Loading, Loaded, QueuedForAddToWorld, AddingToWorld, AddedToWorld, QueuedForRemoveFromWorld, RemovingFromWorld, RemovedFromWorld, }


className: FActiveLevel

code: struct FActiveLevel

State

type: ELevelState

TimeAddedToWorld

type: TOptional< doub...


description: Returns the squared distance (e.g. from world partition cell bounds) at which a level is considered to have streamed in too late.


code: TConstArrayView< [FLevelStats](API\Runtime\Engine\ProfilingDebugging\ULevelStreamingProfilingSubsyste-\FLevelStats) > GetLevelStats() const


className: FLevelStats

code: struct FLevelStats

bIsHLOD

description: Is this level a hierarchical LOD representation of more detailed content.

bValid

description: If a level is tracked but never starts loading before being removed, we don't include it in the results.

CellBounds

type: FBox

description: Distance at which this level was fully streamed in.

FinalStreamInLocation

type: TOptional< FVec...

description: Location of streaming source (e.g. player) when level was fully streamed in.

PackageNameInMemory

type: FName

TimeQueuedForLoading

description: All time units in seconds.


description: Called once all UWorldSubsystems have been initialized

code: virtual void PostInitialize()


description: Gives child classes an opportunity to clean up after a report is produced.

code: virtual void PostReport()


description: Note: This function is called on the CDO prior to instances being created!

code: virtual bool ShouldCreateSubsystem ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer ) const


description: Top recording timings for level streaming events and output a .tsv (tab separated values) file to the Profiling directory.

code: void StopTrackingAndReport()


description: Begin recording timings for level streaming events.

code: void StartTracking()


description: Gives child classes an opportunity to track additional data along with the main report. Levels usually progress linearly through the ELevelState values, but may skip values depending on the initial state of the world when tracking begins.

code: virtual void UpdateTrackingData ( int32 TrackingIndex, [FLevelStats](API\Runtime\Engine\ProfilingDebugging\ULevelStreamingProfilingSubsyste-\FLevelStats) & BaseStats, const [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * StreamingLevel, [ELevelState](API\Runtime\Engine\ProfilingDebugging\ULevelStreamingProfilingSubsyste-\ELevelState) PreviousState, [ELevelState](API\Runtime\Engine\ProfilingDebugging\ULevelStreamingProfilingSubsyste-\ELevelState) NewState )


code: ~ULevelStreamingProfilingSubsystem()


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


code: void ApplyWorldOffset ( const FVector & InOffset )


className: CmToSkyUnit

code: static const float CmToSkyUnit = 0.00001f;


code: void ComputeViewData ( const FVector & WorldCameraOrigin, const FVector & PreViewTranslation, const FVector3f & ViewForward, const FVector3f & ViewRight, FVector3f & SkyCameraTranslatedWorldOrigin, FVector4f & SkyPlanetTranslatedWorldCenterAndViewHeight, FMatrix44f & SkyViewLutReferential ) const


code: [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetTransmittanceAtGroundLevel ( const FVector & SunDirection ) const


className: SkyUnitToCm

code: static const float SkyUnitToCm = 1.0f / 0.00001f;


code: void UpdateTransform ( const FTransform & ComponentTransform, uint8 TranformMode )


className: ULevelStreamingProfilingSubsystem

description: This subsystem captures level streaming operations for a specified time and outputs a .tsv (tab separated values) file to the profiling directory containing the amount of time spent loading levels and the time levels spent queuing for theability to load.

code: class ULevelStreamingProfilingSubsystem : public [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem)


className: FAtmosphereSetup

code: struct FAtmosphereSetup

AbsorptionExtinction

type: FLinearColor

PlanetCenterKm

type: FVector


code: FAtmosphereSetup ( const [USkyAtmosphereComponent](API\Runtime\Engine\Components\USkyAtmosphereComponent) & SkyAtmosphereComponent )


className: FBone

description: Raw data bone.

code: struct FBone

BonePos

type: FJointPos


code: uint32 GetPageDependencyStart() const


code: uint32 GetPageDependencyNum() const


description: Adds aULevelthat has already prepared StreamingData to the streaming manager.

code: virtual void AddLevel ( class [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


description: Add the used streaming handles used by a single FSceneRenderer - called on RenderThread

code: void AddUsedStreamingHandles ( [TArray](API\Runtime\Core\Containers\TArray)< [CoarseMeshStreamingHandle](API\Runtime\Engine\CoarseMeshStreamingHandle) > & UsedHandles )


description:
Blocks till all pending requests are fulfilled.
Number of streaming requests still in flight, if the time limit was reached before they were finished.

code: virtual int32 BlockTillAllRequestsFinished ( float TimeLimit, bool bLogResults )


className: CachedNaniteCoarseMeshStreamingMode

code: static int32 CachedNaniteCoarseMeshStreamingMode = GNaniteCoarseMeshStreamingMode;


code: FClusterFixup ( uint32 PageIndex, uint32 ClusterIndex, uint32 PageDependencyStart, uint32 PageDependencyNum )


description: Cancels the timed Forced resources (i.e used the Kismet action "Stream In Textures").

code: virtual void CancelForcedResources()


className: ENotifyMode

code: enum ENotifyMode { Register, Unregister, }


description: In the editor force a refresh of all cached commands when the coarse LOD mode changes

code: static bool CheckStreamingMode()


className: EResourceState

code: enum EResourceState { Unloaded, RequestStreamIn, StreamingIn, Loaded, RequestStreamOut, StreamingOut, }


description: Called when a spawned actor is destroyed.

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


description: Notifies manager of "level" change.

code: virtual void NotifyLevelChange()


description: Notifies manager that level primitives were shifted

code: virtual void NotifyLevelOffset ( class [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, const FVector & Offset )


description: Called when a primitive is detached from an actor or another component.

code: virtual void NotifyPrimitiveDetached ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Primitive )


description: Called when a primitive streaming data needs to be updated in the last stage of the frame.

code: virtual void NotifyPrimitiveUpdated_Concurrent ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Primitive )


description: Register/Unregister streamable nanite coarse mesh static assets

code: void RegisterRenderAsset ( [UStreamableRenderAsset](API\Runtime\Engine\Engine\UStreamableRenderAsset) * RenderAsset )