code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > SelectCentroidInBox ( const FBox & InBox, const FTransform & InBoxTransform ) const


module: Chaos

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


code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > SelectCentroidInSphere ( const FSphere & InSphere, const FTransform & InSphereTransform ) const


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


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


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


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


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


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


code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > SelectRandom ( bool bDeterministic, float RandomSeed, float RandomThresholdVal ) const


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


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


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


code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > SelectVerticesInBox ( const FBox & InBox, const FTransform & InBoxTransform, bool bAllVerticesInBox ) const


description: FCollectionTransformSelectionFacadeConstuctor

code: FCollectionTransformSelectionFacade ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & InSelf )


code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > SelectVerticesInSphere ( const FSphere & InSphere, const FTransform & InSphereTransform, bool bAllVerticesInSphere ) const


className: FCollectionTransformSelectionFacade

description: Defines common API for selecting transforms on a collection


description: Add the necessary attributes if they are missing

code: void DefineSchema()


code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FVector2f > * FindUVLayer ( int32 UVLayer ) const


code: [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FVector2f > * FindUVLayer ( int32 UVLayer )


code: const FVector2f & GetUV ( int32 VertexIdx, int32 LayerIdx ) const


code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FVector2f > & GetUVLayer ( int32 UVLayer ) const


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

code: bool IsValid() const


code: FVector2f & ModifyUV ( int32 VertexIdx, int32 LayerIdx )


code: [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FVector2f > & ModifyUVLayer ( int32 UVLayer )


code: bool SetNumUVLayers ( int32 UVLayers )


code: void SetUV ( int32 VertexIdx, int32 LayerIdx, const FVector2f & UV )


description: Set all UVs in the array for the given vertex, stopping early if there are not enough matching UV layers in the collection.

code: void SetUVs ( int32 VertexIdx, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FVector2f > UVs )


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


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


className: FCollectionUVFacade

code: class FCollectionUVFacade


code: int32 Add ( [FConstraintOverridesCandidateData](API\Runtime\Chaos\GeometryCollection\Facades\FConstraintOverridesCandidateDat-) & InputData )


className: BoneIndex

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


code: [FConstraintOverridesCandidateData](API\Runtime\Chaos\GeometryCollection\Facades\FConstraintOverridesCandidateDat-) Get ( const int32 Index ) const


className: GroupName

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


className: TargetIndex

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


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


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


className: FConstraintOverrideCandidateFacade

description: Transient constraint candidates. Typically stored in the rest collection.


code: FConstraintOverridesCandidateData()


className: FConstraintOverridesCandidateData

description: Transient constraint candidate data.


className: FConstraintOverridesTargetData

description: Transient constraint target data.

code: struct FConstraintOverridesTargetData


code: int32 Add ( [FConstraintOverridesTargetData](API\Runtime\Chaos\GeometryCollection\Facades\FConstraintOverridesTargetData) & InputData )


code: [FConstraintOverridesTargetData](API\Runtime\Chaos\GeometryCollection\Facades\FConstraintOverridesTargetData) Get ( const int32 Index ) const


code: int32 GetIndex ( const int32 Index ) const


code: const FVector3f & GetPosition ( const int32 Index ) const


className: TargetPosition

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


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


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


className: FConstraintOverrideTargetFacade

description: Transient constraint targets. Typically stored in the simulation collection.

code: class FConstraintOverrideTargetFacade


className: FConstUVLayers

code: typedef [TArrayOfAttributesAccessor](API\Runtime\Chaos\GeometryCollection\Facades\TArrayOfAttributesAccessor)< const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FVector2f >, 8 > FConstUVLayers


code: int32 AddKinematicBinding ( const [FBindingKey](API\Runtime\Chaos\GeometryCollection\Facades\FKinematicBindingFacade\FBindingKey) & Key )


description: Create the facade attributes.

code: void DefineSchema()


code: void GetBoneBindings ( const [FBindingKey](API\Runtime\Chaos\GeometryCollection\Facades\FKinematicBindingFacade\FBindingKey) & Key, int32 & OutBoneIndex, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutBoneVerts, [TArray](API\Runtime\Core\Containers\TArray)< float > & OutBoneWeights ) const


code: [FBindingKey](API\Runtime\Chaos\GeometryCollection\Facades\FKinematicBindingFacade\FBindingKey) GetKinematicBindingKey ( int Index ) const


description: Is the facade defined constant.

code: bool IsConst() const


description: Is the Facade defined on the collection?

code: bool IsValid() const


className: KinematicBoneBindingIndex

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


className: KinematicBoneBindingToGroup

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


className: KinematicGroup

description: Kinematics

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


description: Skeletal Mesh Bone Bindings

code: [FBindingKey](API\Runtime\Chaos\GeometryCollection\Facades\FKinematicBindingFacade\FBindingKey) SetBoneBindings ( const int32 BoneIndex, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Vertices, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Weights )


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


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


className: FKinematicBindingFacade

description: Kinematic Facade

code: class FKinematicBindingFacade


description: Skeletal Mesh Bone Bindings

code: int32 AddPositionTarget ( const [FPositionTargetsData](API\Runtime\Chaos\GeometryCollection\Facades\FPositionTargetsData) & InputData )


className: Damping

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


code: [FPositionTargetsData](API\Runtime\Chaos\GeometryCollection\Facades\FPositionTargetsData) GetPositionTarget ( const int32 DataIndex ) const


description: Kinematics

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


className: SourceName

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


className: SourceIndex

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


className: SourceWeights

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


className: Stiffness

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


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


className: TargetName

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


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


className: TargetWeights

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


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


className: FPositionTargetFacade

description: Kinematic Facade

code: class FPositionTargetFacade


className: FPositionTargetsData

code: struct FPositionTargetsData

Damping

type: float

SourceIndex

type: TArray< int32 >

SourceName

type: FString

SourceWeights

type: TArray< float >


className: DisabledPackedData

code: static const FVector4f DisabledPackedData { -1, 0, 0, 0 };


code: const FVector4f & GetPackedData() const


code: void SetBreakTimer ( float MinTime, float MaxTime )


code: void SetClusterCrumbling ( bool bClusterCrumbling )


code: void SetRemovalTimer ( float MinTime, float MaxTime )


code: FRemoveOnBreakData ( const FVector4f & InPackedData )


code: FRemoveOnBreakData ( bool bEnable, const FVector2f & BreakTimer, bool bClusterCrumbling, const FVector2f & RemovalTimer )


description: Add a surface to the rendering view.

code: void AddSurface ( [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > && InVertices, [TArray](API\Runtime\Core\Containers\TArray)< FIntVector > && InIndices, [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > && InNormals, [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > && InColors )


className: FRemoveOnBreakData

description: This class helps reading and writing the packed data used in the managed array

code: struct FRemoveOnBreakData


description: BuildMeshSections

code: [TArray](API\Runtime\Core\Containers\TArray)< [FTriangleSection](API\Runtime\Chaos\GeometryCollection\Facades\FRenderingFacade\FTriangleSection) > BuildMeshSections ( const [TArray](API\Runtime\Core\Containers\TArray)< FIntVector > & Indices, [TArray](API\Runtime\Core\Containers\TArray)< int32 > BaseMeshOriginalIndicesIndex, [TArray](API\Runtime\Core\Containers\TArray)< FIntVector > & RetIndices ) const


description: Add a triangle to the rendering view.

code: void AddTriangle ( const [Chaos::FTriangle](API\Runtime\Chaos\Chaos\FTriangle) & InTriangle )


description: Does it support rendering surfaces.

code: bool CanRenderSurface() const


description: Create the facade.

code: void DefineSchema()


description: Geometry Group End :

code: void EndGeometryGroup ( int32 InGeometryGroupIndex )


className: FStringIntMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), int32 > FStringIntMap


description: HitProxyIDAttribute

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


description: GeometryNameAttribute

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


description: IndicesCountAttribute

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


description: GetGeometryNameToIndexMap


description: GetIndices

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


description: IndicesStartAttribute

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


description: GetMaterialID

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


description: SelectionState

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


description: GetTriangleSections

code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [FTriangleSection](API\Runtime\Chaos\GeometryCollection\Facades\FRenderingFacade\FTriangleSection) > & GetTriangleSections() const


description: GetVertexColorAttribute

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


description: VertexCountAttribute

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


description: HitProxyIDAttribute

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


description: GetVertexSelectionAttribute

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


description: VertexStartAttribute

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


description: GetVertexToGeometryIndexAttribute

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


description: VerticesGetVertices

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


description: Is the facade defined constant.

code: bool IsConst() const


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


code: bool IsValid() const


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


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


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


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


description: Facade APINumber of triangles to render.

code: int32 NumTriangles() const


description: NumVertices

code: int32 NumVertices() const


description: NumVerticesOnSelectedGeometry


description: Geometry Group AttributesGeometry Group Start :

code: int32 StartGeometryGroup ( [FString](API\Runtime\Core\Containers\FString) InName )


description: FRenderingFacadeConstuctor

code: FRenderingFacade ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & InSelf )


code: FRenderingFacade ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & InSelf )


className: FRenderingFacade

description: Defines common API for storing rendering data.

code: class FRenderingFacade


description: Add the indices to the FVertexSetInterface::BoundGroup

code: [FSelectionKey](API\Runtime\Chaos\GeometryCollection\Facades\FSelectionFacade\FSelectionKey) AddSelection ( const int32 BoneIndex, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Indices, [FName](API\Runtime\Core\UObject\FName) DependencyGroup, [FName](API\Runtime\Core\UObject\FName) BoneDependencyGroup )


description: Add the indices to the FVertexSetInterface::UnboundGroup

code: [FSelectionKey](API\Runtime\Chaos\GeometryCollection\Facades\FSelectionFacade\FSelectionKey) AddSelection ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Indices, [FName](API\Runtime\Core\UObject\FName) DependencyGroup )


description: Add the indices to the FVertexSetInterface::WeightedUnboundGroup

code: [FSelectionKey](API\Runtime\Chaos\GeometryCollection\Facades\FSelectionFacade\FSelectionKey) AddSelection ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Indices, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Weights, [FName](API\Runtime\Core\UObject\FName) DependencyGroup )


code: [FSelectionKey](API\Runtime\Chaos\GeometryCollection\Facades\FSelectionFacade\FSelectionKey) AddSelection ( const int32 BoneIndex, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Indices, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Weights, [FName](API\Runtime\Core\UObject\FName) DependencyGroup, [FName](API\Runtime\Core\UObject\FName) BoneDependencyGroup )


className: BoneIndexAttribute

code: static const [FName](API\Runtime\Core\UObject\FName) BoneIndexAttribute = "BoneIndex";


className: BoundGroup

code: static const [FName](API\Runtime\Core\UObject\FName) BoundGroup = "Bound";


code: FSelectionKey &40; int32 InIndex, FName InGroupName &41;


className: FSelectionKey

code: struct FSelectionKey

GroupName

type: FName


description: Return the vertex list from the given key

code: void GetSelection ( const [FSelectionKey](API\Runtime\Chaos\GeometryCollection\Facades\FSelectionFacade\FSelectionKey) & Key, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Indices ) const


description: Return the vertex list, bone index, and weights from the given key

code: void GetSelection ( const [FSelectionKey](API\Runtime\Chaos\GeometryCollection\Facades\FSelectionFacade\FSelectionKey) & Key, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Indices, [TArray](API\Runtime\Core\Containers\TArray)< float > & Weights ) const


description: Return the vertex list and bone index from the given key

code: void GetSelection ( const [FSelectionKey](API\Runtime\Chaos\GeometryCollection\Facades\FSelectionFacade\FSelectionKey) & Key, int32 & BoneIndex, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Indices ) const


code: void GetSelection ( const [FSelectionKey](API\Runtime\Chaos\GeometryCollection\Facades\FSelectionFacade\FSelectionKey) & Key, int32 & BoneIndex, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Indices, [TArray](API\Runtime\Core\Containers\TArray)< float > & Weights ) const


className: IndexAttribute

description: Attributes.

code: static const [FName](API\Runtime\Core\UObject\FName) IndexAttribute = "Index";


className: UnboundGroup

description: Groups

code: static const [FName](API\Runtime\Core\UObject\FName) UnboundGroup = "Unbound";


description: Is the facade defined constant.

code: bool IsConst() const


className: WeightAttribute

code: static const [FName](API\Runtime\Core\UObject\FName) WeightAttribute = "Weights";


className: WeightedBoundGroup

code: static const [FName](API\Runtime\Core\UObject\FName) WeightedBoundGroup = "WeightedBound";


className: WeightedUnboundGroup

code: static const [FName](API\Runtime\Core\UObject\FName) WeightedUnboundGroup = "WeightedUnbound";


description: FSelectionFacadeConstuctor

code: FSelectionFacade ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & InSelf )


code: FSelectionFacade ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & InSelf )


className: FSelectionFacade

description: = FSelectionFacade::WeightedBoundGroup_

code: class FSelectionFacade


className: AspectRatioAttributeName

code: static const [FName](API\Runtime\Core\UObject\FName) AspectRatioAttributeName = "AspectRatio";


code: [TManagedArrayAccessor](API\Runtime\Chaos\GeometryCollection\TManagedArrayAccessor)< float > & GetAspectRatio()


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


code: [TManagedArrayAccessor](API\Runtime\Chaos\GeometryCollection\TManagedArrayAccessor)< float > & GetSignedVolume()


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


className: SignedVolumeAttributeName

description: Attributes.

code: static const [FName](API\Runtime\Core\UObject\FName) SignedVolumeAttributeName = "SignedVolume";


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


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


className: FTetrahedralMetrics

code: class FTetrahedralMetrics


description: Returnsfalse_ if bindings data was not found, or there was another error;true_ otherwise.

code: bool CalculateBindings ( const [FString](API\Runtime\Core\Containers\FString) & InKey, const [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & InVertices, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutPosition, [TArray](API\Runtime\Core\Containers\TArray)< bool > * OutInfluence ) const


description: Create the facade schema.

code: void DefineSchema()


description: API

code: static [FString](API\Runtime\Core\Containers\FString) GenerateMeshGroupName ( const int32 TetMeshIdx, const [FName](API\Runtime\Core\UObject\FName) & SkeletalMeshName, const int32 LOD )


description: Returns `true_ if the facade is operating on a read-only geometry collection.

code: bool IsConst() const


description: Returns `true_ if the Facade defined on the collection, and is initialized to a valid bindings group.

code: bool IsValid() const


className: MeshBindingsGroupName

description: Groups.

code: static const [FName](API\Runtime\Core\UObject\FName) MeshBindingsGroupName = "SkeletalBindings";


className: MeshBindingsIdGroupName

code: static const [FName](API\Runtime\Core\UObject\FName) MeshBindingsIdGroupName = "SkeletalBindingsId";


className: MeshIdAttributeName

description: Attributes.

code: static const [FName](API\Runtime\Core\UObject\FName) MeshIdAttributeName = "MeshId";


className: MeshIndexAttributeName

code: static const [FName](API\Runtime\Core\UObject\FName) MeshIndexAttributeName = "MeshIdIndex";


code: void SetBindings ( const [FString](API\Runtime\Core\Containers\FString) & InMeshGroupIndex, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InTetrahedronIndex, const [TArray](API\Runtime\Core\Containers\TArray)< FVector4f > & WeightsIn, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InSkeletalIndex )


className: SkeletalIndexAttributeName

code: static const [FName](API\Runtime\Core\UObject\FName) SkeletalIndexAttributeName = "SkeletalIndex";


className: WeightsAttributeName

code: static const [FName](API\Runtime\Core\UObject\FName) WeightsAttributeName = "Weights";


className: TetrahedronIndexAttributeName

code: static const [FName](API\Runtime\Core\UObject\FName) TetrahedronIndexAttributeName = "TetrahedronIndex";


description: FSelectionFacadeConstuctor

code: FTetrahedralSkeletalBindings ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & InSelf )


code: FTetrahedralSkeletalBindings ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & InSelf )


code: virtual ~FTetrahedralSkeletalBindings()


className: FTetrahedralSkeletalBindings

description: Interface for storing and retrieving bindings of transforms of a SkeletalMesh to tetrahedral meshes. All bindings are stored in a single group, and a lookup table is aviable to match bindings to specifi meshs by name.

code: class FTetrahedralSkeletalBindings


description: Add a transform root mapping.

code: void AddTransformSource ( const [FString](API\Runtime\Core\Containers\FString) & Name, const [FString](API\Runtime\Core\Containers\FString) & Guid, const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & Roots )


description: Create the facade.

code: void DefineSchema()


description: Query for root indices.

code: [TSet](API\Runtime\Core\Containers\TSet)< int32 > GetTransformSource ( const [FString](API\Runtime\Core\Containers\FString) & Name, const [FString](API\Runtime\Core\Containers\FString) & Guid ) const


description: Is the facade defined constant.

code: bool IsConst() const


code: bool IsValid() const


className: SourceGuidAttributeName

code: static const [FName](API\Runtime\Core\UObject\FName) SourceGuidAttributeName = "GuidID";


className: SourceNameAttributeName

description: Attributes.

code: static const [FName](API\Runtime\Core\UObject\FName) SourceNameAttributeName = "Name";


className: TransformSourceGroupName

description: Groups

code: static const [FName](API\Runtime\Core\UObject\FName) TransformSourceGroupName = "TransformSource";


className: SourceRootsAttributeName

code: static const [FName](API\Runtime\Core\UObject\FName) SourceRootsAttributeName = "Roots";


description: FSelectionFacadeConstuctor

code: FTransformSource ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & InSelf )


code: FTransformSource ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & InSelf )


className: FTransformSource

description: = FTransformSource::TransformSourceGroup

code: class FTransformSource


className: FUVLayers

code: typedef [TArrayOfAttributesAccessor](API\Runtime\Chaos\GeometryCollection\Facades\TArrayOfAttributesAccessor)< [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FVector2f >, 8 > FUVLayers


description: Add bone weight based on the kinematic bindings.

code: void AddBoneWeight ( int32 VertexIndex, int32 BoneIndex, float BoneWeight )


className: BoneIndexAttributeName

description: Attributes.

code: static const [FName](API\Runtime\Core\UObject\FName) BoneIndexAttributeName = "BoneWeightsIndex";


className: BoneWeightAttributeName

code: static const [FName](API\Runtime\Core\UObject\FName) BoneWeightAttributeName = "BoneWeights";


description: Return the vertex bone indices from the collection. Null if not initialized.

code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [TArray](API\Runtime\Core\Containers\TArray)< int32 > > * FindBoneIndices() const


description: Define the facade


description: Return the vertex bone weights from the collection. Null if not initialized.

code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [TArray](API\Runtime\Core\Containers\TArray)< float > > * FindBoneWeights() const


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


code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [TArray](API\Runtime\Core\Containers\TArray)< float > > & GetBoneWeights() const


description: Is the Facade defined on the collection?


description: Is the Facade const

code: bool IsConst() const


code: FVertexBoneWeightsFacade ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & InSelf )


description: FVertexBoneWeightsFacadeConstuctor

code: FVertexBoneWeightsFacade ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & InSelf )


className: FVertexBoneWeightsFacade

description: The following attributes are created on the collection:

code: class FVertexBoneWeightsFacade


description:
Find the currently-valid UV layers for a given collection
A temporary accessor for all the active UV layers. Must be recreated if the collection attributes are changed / the number of UV layers is changed.

code: namespace GeometryCollection { namespace UV { [FUVLayers](API\Runtime\Chaos\GeometryCollection\Facades\FUVLayers) GeometryCollection::UV::FindActiveUVLayers ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & Collection ) } }


code: namespace GeometryCollection { namespace UV { [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FVector2f > & GeometryCollection::UV::ModifyUVLayer ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & Collection, int32 UVLayer ) } }


code: namespace GeometryCollection { namespace UV { [FConstUVLayers](API\Runtime\Chaos\GeometryCollection\Facades\FConstUVLayers) GeometryCollection::UV::FindActiveUVLayers ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & Collection ) } }


code: namespace GeometryCollection { namespace UV { void GeometryCollection::UV::MatchUVLayerCount ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & ToCollection, const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & FromCollection ) } }


className: GeometryCollectionUV::

description: Note: Prefer namespace GeometryCollection::UV for new code.

code: namespace GeometryCollectionUV { enum { MAX_NUM_UV_CHANNELS = 8, } }


code: namespace GeometryCollection { namespace UV { const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FVector2f > * GeometryCollection::UV::FindUVLayer ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & Collection, int32 UVLayer ) } }


code: namespace GeometryCollection { namespace UV { [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FVector2f > * GeometryCollection::UV::FindUVLayer ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & Collection, int32 UVLayer ) } }


code: namespace GeometryCollection { namespace UV { const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FVector2f > & GeometryCollection::UV::GetUVLayer ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & Collection, int32 UVLayer ) } }


description: Set all UVs in the array for the given vertex, stopping early if there are not enough matching UV layers in the collection.

code: namespace GeometryCollection { namespace UV { void GeometryCollection::UV::SetUVs ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & Collection, int32 VertexIdx, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FVector2f > UVs ) } }


code: ManagedArrayType & operator[] ( int32 Idx ) const


className: TArrayOfAttributesAccessor

code: template<typename ManagedArrayType, int32 MaxArraySize> struct TArrayOfAttributesAccessor

Attributes

type: TArray< Managed...


className: FCollectionCollisionParticleData

code: struct FCollectionCollisionParticleData


className: FCollectionCollisionTypeData

code: struct FCollectionCollisionTypeData

CollisionParticleData

type: FCollectionColl...

CollisionType

type: ECollisionTypeE...

ImplicitType

type: EImplicitTypeEn...

LevelSetData

type: FCollectionLeve...


className: FCollectionLevelSetData

code: struct FCollectionLevelSetData


code: static FVector CalculateUnitMassInertiaTensor ( const FBox & BoundingBox, const [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) Radius, const EImplicitTypeEnum ImplicitType )


code: static [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) CalculateVolume ( const FBox & BoundingBox, const [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) Radius, const EImplicitTypeEnum ImplicitType )


className: FPoints

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [Chaos::FVec3](API\Runtime\ChaosCore\Chaos\FVec3) > FPoints


description: ErrorReporter_ - level set onlyMeshParticles_ - level set onlyTriMesh_ - level set onlyCollisionBounds_ - box and level setRadius_ - sphere onlyMinRes_ - level set onlyMaxRes_ - level set onlyCollisionObjectReduction_ - shrink percentage; value of 10 reduces by 10%, 0 does nothing, 100 shrinks to zero.CollisionType_ - param forwarded toUpdateImplictFlags(). `ImplicitType- type of implicit shape to build.

code: static [FImplicit](API\Runtime\Chaos\GeometryCollection\FCollisionStructureManager\FImplicit) * NewImplicit ( [Chaos::FErrorReporter](API\Runtime\Chaos\Chaos\FErrorReporter) ErrorReporter, const [Chaos::FParticles](API\Runtime\Chaos\Chaos\FParticles) & MeshParticles, const [Chaos::FTriangleMesh](API\Runtime\Chaos\Chaos\FTriangleMesh) & TriMesh, const FBox & CollisionBounds, const [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) Radius, const int32 MinRes, const int32 MaxRes, const float CollisionObjectReduction, const ECollisionTypeEnum CollisionType, const EImplicitTypeEnum ImplicitType )


code: static [FImplicit](API\Runtime\Chaos\GeometryCollection\FCollisionStructureManager\FImplicit) * NewImplicitBox ( const FBox & CollisionBounds, const float CollisionObjectReduction, const ECollisionTypeEnum CollisionType )


code: static [FImplicit](API\Runtime\Chaos\GeometryCollection\FCollisionStructureManager\FImplicit) * NewImplicitCapsule ( const FBox & CollisionBounds, const float CollisionObjectReduction, const ECollisionTypeEnum CollisionType )


code: static [FImplicit](API\Runtime\Chaos\GeometryCollection\FCollisionStructureManager\FImplicit) * NewImplicitCapsule ( const [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) Radius, const [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) Length, const float CollisionObjectReduction, const ECollisionTypeEnum CollisionType )


code: static [FImplicit](API\Runtime\Chaos\GeometryCollection\FCollisionStructureManager\FImplicit) * NewImplicitConvex ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & ConvexIndices, const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [Chaos::FConvex](API\Runtime\Chaos\Chaos\FConvex) >> * ConvexGeometry, const ECollisionTypeEnum CollisionType, const FTransform & MassTransform, const [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) CollisionMarginFraction, const float CollisionObjectReduction )


code: static [FImplicit](API\Runtime\Chaos\GeometryCollection\FCollisionStructureManager\FImplicit) * NewImplicitLevelset ( [Chaos::FErrorReporter](API\Runtime\Chaos\Chaos\FErrorReporter) ErrorReporter, const [Chaos::FParticles](API\Runtime\Chaos\Chaos\FParticles) & MeshParticles, const [Chaos::FTriangleMesh](API\Runtime\Chaos\Chaos\FTriangleMesh) & TriMesh, const FBox & CollisionBounds, const int32 MinRes, const int32 MaxRes, const float CollisionObjectReduction, const ECollisionTypeEnum CollisionType )


code: static [FImplicit](API\Runtime\Chaos\GeometryCollection\FCollisionStructureManager\FImplicit) * NewImplicitSphere ( const [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) Radius, const float CollisionObjectReduction, const ECollisionTypeEnum CollisionType )


code: static [Chaos::FLevelSet](API\Runtime\Chaos\Chaos\FLevelSet) * NewLevelset ( [Chaos::FErrorReporter](API\Runtime\Chaos\Chaos\FErrorReporter) ErrorReporter, const [Chaos::FParticles](API\Runtime\Chaos\Chaos\FParticles) & MeshParticles, const [Chaos::FTriangleMesh](API\Runtime\Chaos\Chaos\FTriangleMesh) & TriMesh, const FBox & CollisionBounds, const int32 MinRes, const int32 MaxRes, const ECollisionTypeEnum CollisionType )


description: Culls particles insideImplicit_, and coincident particles (defined by being within 1/20'th of the size of the domain from one another), truncates atCollisionParticlesMaxInput_, and returns a bounding volume hierarchy of the remainder.

code: static [FSimplicial](API\Runtime\Chaos\GeometryCollection\FCollisionStructureManager\FSimplicial) * NewSimplicial ( const [Chaos::FParticles](API\Runtime\Chaos\Chaos\FParticles) & Vertices, const [Chaos::FTriangleMesh](API\Runtime\Chaos\Chaos\FTriangleMesh) & TriMesh, const [Chaos::FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) * Implicit, const int32 CollisionParticlesMaxInput )


description: Culls particles by importance (See `FTriangleMesh::GetVertexImportanceOrdering()_), and returns a bounding volume hierarchy of the remainder.

code: static [FSimplicial](API\Runtime\Chaos\GeometryCollection\FCollisionStructureManager\FSimplicial) * NewSimplicial ( const [Chaos::FParticles](API\Runtime\Chaos\Chaos\FParticles) & AllParticles, const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< int32 > & BoneMap, const ECollisionTypeEnum CollisionType, [Chaos::FTriangleMesh](API\Runtime\Chaos\Chaos\FTriangleMesh) & TriMesh, const float CollisionParticlesFraction )


description: CallsSetDoCollide(false)_ andSetConvex(false)onImplicit_ ifCollisionTypeis `ECollisionTypeEnum::Chaos_Surface_Volumetric_.

code: static void UpdateImplicitFlags ( [FImplicit](API\Runtime\Chaos\GeometryCollection\FCollisionStructureManager\FImplicit) * Implicit, const ECollisionTypeEnum CollisionType )


code: virtual ~FCollisionStructureManager()


className: FConvexHulls

description: Used to pass computed convex hulls along with metadata Note these hulls are typically computed in a shared coordinate space, in contrast to the final hulls on the geometry collection which are in the local space of each bone

code: struct FConvexHulls

Hulls

type: TArray<TUnique...

OverlapRemovalShrinkPercent

type: double

description: Percent the hulls are down-scaled.

Pivots

type: TArray< FVector...

description: The pivots used for scaling by OverlapRemovalShrinkPercent.

TransformToHullsIndices

type: TArray<TSet< i...

description: Mapping from geometry collection bones indices to indices in the Hulls array. A Set is used to support multiple hulls per bone.


className: FCollisionStructureManager

code: class FCollisionStructureManager


className: FProximityProperties

code: struct FProximityProperties

bUseAsConnectionGraph

type: bool

ContactAreaMethod

type: EConnectionCont...

ContactMethod

type: EProximityConta...

Method

type: EProximityMetho...


code: virtual void CleanInterfaceForCook()


className: ProximityAsConnectionGraph

description: Attribute: Whether to use the computed proximity graph as a connection graph.

code: static const [FName](API\Runtime\Core\UObject\FName) ProximityAsConnectionGraph = "AsConnectionGraph";


description: Attribute: How to compute contact area for connection graph edges, to be used by the simulation.

code: static const [FName](API\Runtime\Core\UObject\FName) ProximityConnectionGraphContactAreaMethod = "ConnectionGraphContactAmount";


className: ProximityContactMethod

description: Attribute: How to define 'contact' for the above Require Contact Amount.

code: static const [FName](API\Runtime\Core\UObject\FName) ProximityContactMethod = "ContactMethod";


className: ProximityDetectionMethod

description: Attribute: Method to determine proximity.

code: static const [FName](API\Runtime\Core\UObject\FName) ProximityDetectionMethod = "DetectionMethod";


className: ProximityRequireContactAmount

description: Attribute: If greater than zero, filter proximity connections by requiring an amount of 'contact' as computed by the Contact Method This is a second filter applied after initial proximity connections were determined by any Proximity Detection Method, and can be used to reduce unsupported or spurious/glancing proximities.

code: static const [FName](API\Runtime\Core\UObject\FName) ProximityRequireContactAmount = "RequireContactAmount";


className: ProximityPropertiesGroup

description: Proximity Properties Group Name.

code: static const [FName](API\Runtime\Core\UObject\FName) ProximityPropertiesGroup = "ProximityProperties";


className: ProximityDistanceThreshold

description: Attribute: For convex hull proximity, what separation distance can still be considered as 'proximity'.

code: static const [FName](API\Runtime\Core\UObject\FName) ProximityDistanceThreshold = "DistanceThreshold";


code: void SetProximityProperties ( const [FProximityProperties](API\Runtime\Chaos\GeometryCollection\FGeometryCollect-\FProximityProperties) & )


code: FGeometryCollectionProximityPropertiesInterface ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * InGeometryCollection )


code: class FGeometryCollectionProximityPropertiesInterface : public [FManagedArrayInterface](API\Runtime\Chaos\GeometryCollection\FManagedArrayInterface)


description: Append single embedded geometry. Returns true if the operation succeeds.

code: bool AppendEmbeddedInstance ( int32 InExemplarIndex, int32 InParentIndex, const FTransform & InTransform )


description: Append a single geometric object to aFGeometryCollection

code: int32 AppendGeometry ( const [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) & GeometryCollection, int32 MaterialIDOffset, bool ReindexAllMaterials, const FTransform & TransformRoot )


className: BreakingGroup

code: static const [FName](API\Runtime\Core\UObject\FName) BreakingGroup = "Breaking";


description: Update Face Attributes based on changes in the group.

code: bool BuildFaceToGeometryMapping ( bool InSaved )


description: Builds mesh sections for a given index buffer that could be a subset. Currently, this call assumes that the indices are ordered by MaterialID #todo(dmp): Refactor this and ReindexMaterials to share code

code: [TArray](API\Runtime\Core\Containers\TArray)< [FGeometryCollectionSection](API\Runtime\Chaos\GeometryCollection\FGeometryCollectionSection) > BuildMeshSections ( const [TArray](API\Runtime\Core\Containers\TArray)< FIntVector > & Indices, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & BaseMeshOriginalIndicesIndex, [TArray](API\Runtime\Core\Containers\TArray)< FIntVector > & RetIndices ) const


description: Build and Update Vertex Attributes based on changes in the group.

code: bool BuildVertexToGeometryMapping ( bool InSaved )


code: void ClearFlags ( int32 Element, int32 InFlags )


description: Connection of leaf geometry

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


code: static void DefineGeometrySchema ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & )


description: Empty each managed array in each group in order to reset the collection to an initial (empty) state.

code: void Empty()


className: ENodeFlags

code: enum ENodeFlags { FS_None = 0, FS_RemoveOnFracture = 0x00000004, FS_IgnoreCollisionInParentCluster = 0x00000008, }


className: FacesGroup

code: static const [FName](API\Runtime\Core\UObject\FName) FacesGroup = "Faces";


code: [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FVector2f > * FindUVLayer ( int32 UVLayer )


code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FVector2f > * FindUVLayer ( int32 UVLayer ) const


className: GeometryGroup

code: static const [FName](API\Runtime\Core\UObject\FName) GeometryGroup = "Geometry";


description: GetBoundingBox

code: FBoxSphereBounds GetBoundingBox() const


code: const FVector2f & GetUV ( int32 VertexIndex, int32 UVLayer ) const


description: the latest Version number used in serialization

code: constexpr int32 GetLatestVersionNumber() const


description: Returns true if the faces are contiguous

code: bool HasContiguousFaces() const


description: Returns true if the render faces are contiguous

code: bool HasContiguousRenderFaces() const


className: ESimulationTypes

code: enum ESimulationTypes { FST_None = 0, FST_Rigid = 1, FST_Clustered = 2, FST_Max = 3, }


description: Returns true if the vertices are contiguous

code: bool HasContiguousVertices() const


description: Returns true if there is anything to render

code: bool HasVisibleGeometry() const


code: bool HasFlags ( int32 Element, int32 InFlags ) const


code: static void Init ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * Collection, const [TArray](API\Runtime\Core\Containers\TArray)< float > & RawVertexArray, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & RawIndicesArray, bool ReverseVertexOrder )


code: virtual bool IsAType ( [FName](API\Runtime\Core\UObject\FName) InTypeName ) const


description: Initialize any interfaces on the geometry collection (i.e., theFGeometryCollectionConvexPropertiesInterface)

code: virtual void InitializeInterfaces()


code: bool IsClustered ( int32 Element ) const


code: bool IsGeometry ( int32 Element ) const


code: bool IsRigid ( int32 Element ) const


code: bool IsTransform ( int32 Element ) const


description: Virtual helper function called by CopyMatchingAttributesFrom; adds attributes 'default, but optional' attributes that are present in InCollection This is used byFGeometryCollectionto make sure all UV layers are copied over byCopyMatchingAttributesFrom()

code: virtual void MatchOptionalDefaultAttributes ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & InCollection )


description: Return true if the Element contains any visible faces.

code: bool IsVisible ( int32 Element ) const


className: MaterialGroup

code: static const [FName](API\Runtime\Core\UObject\FName) MaterialGroup = "Material";


description: Note: UVs have been reworked, and unfortunately there is not a safe path to provide the original UVs managed array as a deprecated accessor. They are now stored in dynamically allocated attributes per UV channel (/ layer) See Facades/CollectionUVFacade.h for a more complete interface to access UV layers, but accesses of the form Collection.UVs[Vertex][Layer] can be replaced with Collection.GetUV(Vertex, Layer) (or ModifyUV)

code: FVector2f & ModifyUV ( int32 VertexIndex, int32 UVLayer )


description: Create a GeometryCollection from Vertex and Indices arrays

code: static [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * NewGeometryCollection ( const [TArray](API\Runtime\Core\Containers\TArray)< float > & RawVertexArray, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & RawIndicesArray, bool ReverseVertexOrder )


description: Create a GeometryCollection from Vertex, Indices, BoneMap, Transform, BoneHierarchy arrays

code: static [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * NewGeometryCollection ( const [TArray](API\Runtime\Core\Containers\TArray)< float > & RawVertexArray, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & RawIndicesArray, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & RawBoneMapArray, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & RawTransformArray, const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< int32 > & RawLevelArray, const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< int32 > & RawParentArray, const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [TSet](API\Runtime\Core\Containers\TSet)< int32 >> & RawChildrenArray, const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< int32 > & RawSimulationTypeArray, const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< int32 > & RawStatusFlagsArray )


description: Returns number of UV layers represented by UV array. A Valid Geometry Collection has the same count for every vertex

code: int32 NumUVLayers() const


code: [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) & operator= ( const [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) & )


code: [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) & operator= ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) && )


description: Reindex exemplar indices to reflect removed exemplars.

code: void ReindexExemplarIndices ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SortedRemovedIndices )


description: Reindex sections to keep polys with same materials together to reduce the number of draw calls

code: void ReindexMaterials()


code: static void ReindexMaterials ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & )


description: Remove Geometry and update dependent elements

code: virtual void RemoveElements ( const [FName](API\Runtime\Core\UObject\FName) & Group, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & DeletionList, [FProcessingParameters](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection\FProcessingParam-) Params )


description: Remove Geometry elements i.e. verts, faces, etc, leaving the transform nodes intact

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


description: Reorders elements in a group. NewOrder must be the same length as the group.

code: virtual void ReorderElements ( [FName](API\Runtime\Core\UObject\FName) Group, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & NewOrder )


description: Reorder geometry elements. i.e. verts faces etc are reordered so we can get contiguous memory access

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


description: Reset internal state

code: virtual void Reset()


description: Reorder geometry elements based on the new transform order. i.e. verts faces etc are reordered so we can get contiguous memory access

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


description: Serialize

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


code: virtual void SetDefaults ( [FName](API\Runtime\Core\UObject\FName) Group, uint32 StartSize, uint32 NumElements )


code: void SetFlags ( int32 Element, int32 InFlags )


className: SimulatableParticlesAttribute

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


description: Update a geometry collection to have the target number of UV layers (must be in the range [1, MAX_UV_LAYERS))

code: bool SetNumUVLayers ( int32 NumLayers )


className: SimulationTypeAttribute

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


className: StatusFlagsAttribute

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


description: Update bounding box entries for the geometry

code: void UpdateBoundingBox()


code: static void UpdateBoundingBox ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) &, bool bSkipCheck )


description: Update the visibility of specified geometry nodes

code: void UpdateGeometryVisibility ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & NodeList, bool VisibilityState )


description: Backwards compatibility

code: void UpdateOldAttributeNames()


className: VerticesGroup

code: static const [FName](API\Runtime\Core\UObject\FName) VerticesGroup = "Vertices";


code: void WriteDataToOBJFile ( const [FString](API\Runtime\Core\Containers\FString) & Name, const [FString](API\Runtime\Core\Containers\FString) & Path, const bool WriteTopology, const bool WriteAuxStructures )


code: void WriteDataToHeaderFile ( const [FString](API\Runtime\Core\Containers\FString) & Name, const [FString](API\Runtime\Core\Containers\FString) & Path )


code: FGeometryCollection ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) & )


code: FGeometryCollection ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) && )


className: FGeometryCollection

description: FGeometryCollection(FTransformCollection)

BoneMap

type: TManagedArray< ...

Indices

description: Faces Group.

Sections

description: Material Group.

TransformIndex

description: Geometry Group.

TransformToGeometryIndex

description: Transform Group.

Vertex

description: Vertices Group.


description: Cluster all existing bones under a new root node, so there is now only one root node and a completely flat hierarchy underneath it

code: static void ClusterAllBonesUnderNewRoot ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection )


description: Clusters using one of ClusterBonesUnderNewNode or ClusterBonesUnderExistingNode based on the context of what is being clustered

code: static void ClusterBonesByContext ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, int32 MergeNode, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SourceElementsIn )


description: Node E has no geometry of its own, only a transform by which to control A & B as a single unitIndexof the New Node

code: static int32 ClusterBonesUnderNewNode ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, const int32 InsertAtIndex, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SelectedBones, bool CalcNewLocalTransform, bool Validate )


description: Same as ClusterBonesUnderNewNode, but specify the parent of the new node instead of a sibling.

code: static int32 ClusterBonesUnderNewNodeWithParent ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, const int32 ParentOfNewNode, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SelectedBones, bool CalcNewLocalTransform, bool Validate )


description: Cluster all source bones under an existing node, algorithm chooses best node to add to 'closest to root'

code: static void ClusterBonesUnderExistingNode ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SourceElements )


description: Cluster all source bones under an existing node, existing node is specifiedas MergeNode

code: static void ClusterBonesUnderExistingNode ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, int32 MergeNode, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SourceElements )


description: Reparent source bones under root bone

code: static void ClusterBonesUnderExistingRoot ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SourceElements )


description: Moved the selected bones closer to the root

code: static void CollapseHierarchyOneLevel ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SourceElements )


description: Collapse hierarchy of selected bones at specified level

code: static void CollapseSelectedHierarchy ( int8 Level, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SelectedBones, [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection )


description: Collapse hierarchy at specified level

code: static void CollapseLevelHierarchy ( int8 Level, [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection )


description: Returns true if bone hierarchy contains more than one root node

code: static bool ContainsMultipleRootBones ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection )


description: Find the lowest common ancestor index of currently selected nodes. Returns INDEX_NODE if there is no common ancestor.

code: static int32 FindLowestCommonAncestor ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) * GeometryCollection, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SelectedBones )


code: static int32 FindLowestCommonAncestor &40; const FManagedArrayCollection &42; GeometryCollection, int32 N0, int32 N1 &41;


description: Get list of all bones above the specified hierarchy level

code: static void GetBonesToLevel ( const [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, int32 Level, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & BonesOut, bool bOnlyClusteredOrRigid, bool bSkipFiltered )


description: Get list of child bones down from the source bone at the specified hierarchy level

code: static void GetChildBonesAtLevel ( const [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, int32 SourceBone, int32 Level, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & BonesOut )


description: Get list of child bones down from the source bone below the specified hierarchy level

code: static void GetChildBonesFromLevel ( const [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, int32 SourceBone, int32 Level, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & BonesOut )


description: Return an array of all child leaf nodes below the specified node. If bOnlyRigids is true, the first Rigid node dound is considered a leaf, regardless of an children it might have.

code: static void GetLeafBones ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) * GeometryCollection, int BoneIndex, bool bOnlyRigids, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & LeafBonesOut )


description: Finds all Bones in same cluster as the one specified

code: static void GetClusteredBonesWithCommonParent ( const [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, int32 SourceBone, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & BonesOut )


description: Return true if the specified bone is a root bone

code: static bool IsARootBone ( const [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, int32 InBone )


description: Finds the root bone in the hierarchy, the one with an invalid parent bone index

code: static void GetRootBones ( const [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & RootBonesOut )


description: Search hierarchy for the parent of the specified bone, where the parent exists at the given level in the hierarchy. If bSkipFiltered, also skip to parents of any rigid/embedded nodes that will be filtered from the outliner.

code: static int32 GetParentOfBoneAtSpecifiedLevel ( const [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, int32 SourceBone, int32 Level, bool bSkipFiltered )


description: Move the selected node up a level in direction of root

code: static void MoveUpOneHierarchyLevel ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SelectedBones )


description: Return true of Test Node exists on tree branch specified by TreeElement Node

code: static bool NodeExistsOnThisBranch ( const [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, int32 TestNode, int32 TreeElement )


code: static int32 PickBestNodeToMergeTo ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) * Collection, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SourceElements )


description: Maintains the bone naming convention of Root "Name" Level 1 "Name_001", "Name_0002", ... Level 2 children of "Name_0001" are "Name_0001_0001", "Name_0001_0002",.. etc from the given bone index down through the hierarchy to the leaf nodes

code: static void RecursivelyUpdateChildBoneNames ( int32 BoneIndex, const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [TSet](API\Runtime\Core\Containers\TSet)< int32 >> & Children, [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [FString](API\Runtime\Core\Containers\FString) > & BoneNames, bool OverrideBoneNames )


description: Recursively Add all children to output bone list from source bone down to the leaf nodes

code: static void RecursiveAddAllChildren ( const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< [TSet](API\Runtime\Core\Containers\TSet)< int32 >> & Children, int32 SourceBone, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & BonesOut )


description: Simplify the geometry collection by removing cluster nodes w/ a parent and only one child, re-parenting the child to its grand-parent. Returns true if any nodes were removed.

code: static bool RemoveClustersOfOnlyOneChild ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection )


description: Delete any cluster nodes discovered to have no children. Returns true if any nodes were removed.

code: static bool RemoveDanglingClusters ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection )


description: Rename a bone node, will automatically update all child node names if requested (current default)

code: static void RenameBone ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, int32 BoneIndex, const [FString](API\Runtime\Core\Containers\FString) & NewName, bool UpdateChildren )


description: Recursively update the hierarchy level of all the children below this bone

code: static void UpdateHierarchyLevelOfChildren ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, int32 ParentElement )


code: static void UpdateHierarchyLevelOfChildren ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & InCollection, int32 ParentElement )


code: static void ValidateResults ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection )


className: FGeometryCollectionClusteringUtility


className: FConnectionGraph

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FConnections](API\Runtime\Core\Containers\TSet) > FConnectionGraph


code: static void UpdateConnectivityGraph ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) & Collection, int32 ClusterTransformIndex, EClusterUnionMethod ConnectionMethod )


className: FConnections

code: typedef [TSet](API\Runtime\Core\Containers\TSet)< int32 > FConnections


code: virtual void CleanInterfaceForCook()


className: ConvexEnable

description: Attribute.

code: static const [FName](API\Runtime\Core\UObject\FName) ConvexEnable = "Enable";


className: ConvexCanExceedFractionAttribute

description: Attribute.

code: static const [FName](API\Runtime\Core\UObject\FName) ConvexCanExceedFractionAttribute = "CanExceedFraction";


className: ConvexFractionRemoveAttribute

description: Attribute.

code: static const [FName](API\Runtime\Core\UObject\FName) ConvexFractionRemoveAttribute = "FractionRemove";


className: ConvexIndexAttribute

description: Attribute.

code: static const [FName](API\Runtime\Core\UObject\FName) ConvexIndexAttribute = "TransformGroupIndex";


className: ConvexPropertiesGroup

description: Convex Properties Group Name.

code: static const [FName](API\Runtime\Core\UObject\FName) ConvexPropertiesGroup = "ConvexProperties";


className: ConvexRemoveOverlapsMethodAttribute

description: Attribute.

code: static const [FName](API\Runtime\Core\UObject\FName) ConvexRemoveOverlapsMethodAttribute = "RemoveOverlapsMethod";


className: ConvexRemoveOverlapsShrinkAttribute

description: Attribute.

code: static const [FName](API\Runtime\Core\UObject\FName) ConvexRemoveOverlapsShrinkAttribute = "RemoveOverlapsShrinkPercent";


className: ConvexSimplificationThresholdAttribute

description: Attribute.

code: static const [FName](API\Runtime\Core\UObject\FName) ConvexSimplificationThresholdAttribute = "SimplificationThreshold";


code: [FConvexCreationProperties](API\Runtime\Chaos\GeometryCollection\FGeometryCollectionConvexPropert-\FConvexCreationP-) GetConvexProperties ( int TransformGroupIndex ) const


className: FConvexCreationProperties

code: struct FConvexCreationProperties

CanExceedFraction

type: float

RemoveOverlaps

type: EConvexOverlapR...


code: void SetConvexProperties ( const [FConvexCreationProperties](API\Runtime\Chaos\GeometryCollection\FGeometryCollectionConvexPropert-\FConvexCreationP-) &, int TransformGroupIndex )


code: FGeometryCollectionConvexPropertiesInterface ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * InGeometryCollection )


code: class FGeometryCollectionConvexPropertiesInterface : public [FManagedArrayInterface](API\Runtime\Chaos\GeometryCollection\FManagedArrayInterface)


description: Generate a list of convex out of a hierarchy of implciit shapes suported shapes are scaled / transformed implicits as well as Boxes, convexes, spheres and capsules levelset, tapered capsule, cylinder, heightfields and trimesh are not supported array will not be erased and convex will be added if any already exists

code: static void ConvertImplicitToConvexArray ( const [Chaos::FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject) & InImplicit, const FTransform & Transform, [TArray](API\Runtime\Core\Containers\TArray)< [FTransformedConvex](API\Runtime\Chaos\GeometryCollection\FGeometryCollectionConvexUtility\FTransformedConv-) > & InOutConvex )


description: Compute just the hulls of the leaf / rigid nodes that hold geometry directly, with no cluster hulls and no overlap removal by cutting This is an initial step of several algorithms: The CreateNonOverlappingConvexHullData function as well as convex-based proximity detection (TODO: and the auto-embed algorithm?) (TODO: Make auto-embed use this instead of the full hulls?)

code: static [UE::GeometryCollectionConvexUtility::FConvexHulls](API\Runtime\Chaos\GeometryCollection\FConvexHulls) ComputeLeafHulls ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & GlobalTransformArray, double SimplificationDistanceThreshold, double OverlapRemovalShrinkPercent, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool(int32)> SkipBoneFn, const [FConvexDecompositionSettings](API\Runtime\Chaos\GeometryCollection\FGeometryCollectionConvexUtility\FConvexDecomposi-) * OptionalDecompositionSettings )


description: Copy convex hulls frombelowFromTransformIdx over to all live at ToTransformIdx. The two geometry collections can be the same but do not need to be. Note: This will also set HasCustomConvex flags for the ToTransformIdx.

code: static void CopyChildConvexes ( const [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * FromCollection, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > & FromTransformIdx, [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * ToCollection, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > & ToTransformIdx, bool bLeafOnly )


description: Create non-overlapping convex hull data for all transforms in the geometry collection (except transforms where it would be better to just use the hulls of the children)

code: static [FGeometryCollectionConvexData](API\Runtime\Chaos\GeometryCollection\FGeometryCollectionConvexUtility\FGeometryCollect-) CreateNonOverlappingConvexHullData ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, double FractionAllowRemove, double SimplificationDistanceThreshold, double CanExceedFraction, EConvexOverlapRemoval OverlapRemovalMethod, double OverlapRemovalShrinkPercent, [UE::GeometryCollectionConvexUtility::FConvexHulls](API\Runtime\Chaos\GeometryCollection\FConvexHulls) * ComputedLeafHullsToModify )


code: FClusterConvexHullSettings &40; int32 ConvexCount, double ErrorToleranceInCm, bool bUseExternalCollisionIfAvailable &41;


className: FClusterConvexHullSettings

code: struct FClusterConvexHullSettings

AllowMergesMethod

type: EAllowConvexMer...


className: FConvexDecompositionSettings

description: Settings to control convex decompositions. Note the default values are set tonotperform any decomposition.

code: struct FConvexDecompositionSettings

ErrorTolerance

description: Stop splitting when hulls have error less than this (expressed in cm; will be cubed for volumetric error). Overrides NumOutputHulls if non-zero.

MaxGeoToHullVolumeRatioToDecompose

description: If the geo volume / hull volume ratio is greater than this, do not consider convex decomposition.

MinGeoVolumeToDecompose

description: If greater than zero, the minimum geometry volume to consider for convex decomposition.

MinThicknessTolerance

description: Optionally specify a minimum thickness (in cm) for convex parts; parts below this thickness will always be merged away. Will merge hulls with greater error than ErrorTolerance when needed.

NumAdditionalSplits

description: How far to go beyond the target number of hulls for initial decomposition (before merges)  larger values will require more computation but can find better convex decompositions.


className: FGeometryCollectionConvexData

code: struct FGeometryCollectionConvexData


description: Returns the convex hull of the vertices contained in the specified geometry.

code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [Chaos::FConvex](API\Runtime\Chaos\Chaos\FConvex) > FindConvexHull ( const [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, int32 GeometryIndex )


className: FIntersectionFilters

description: Additional settings for filtering when the EGenerateConvexMethod::IntersectExternalWithComputed is applied.

code: struct FIntersectionFilters


code: FLeafConvexHullSettings &40; double SimplificationDistanceThreshold, EGenerateConvexMethod GenerateMethod &41;


className: FLeafConvexHullSettings

description: Settings to control how convex hulls are generated for rigid/leaf nodes, from the geometry and/or imported collision shapes.

code: struct FLeafConvexHullSettings

DecompositionSettings

type: FConvexDecompos...

description: Convex decomposition settings, applied to convex hulls generated from geometry.

GenerateMethod

type: EGenerateConvex...

IntersectFilters

type: FIntersectionFi...

description: Intersection filters only apply if GenerateMethod == EGenerateConvexMethod::IntersectExternalWithComputed.


className: FMergeConvexHullSettings

code: struct FMergeConvexHullSettings


className: FTransformedConvex

code: struct FTransformedConvex

Convex

type: TSharedPtr<Cha...

Transform

type: FTransform


code: static void GenerateClusterConvexHullsFromChildrenHulls ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) & Collection, const [FClusterConvexHullSettings](API\Runtime\Chaos\GeometryCollection\FGeometryCollectionConvexUtility\FClusterConvexHu-) & Settings )


code: static void GenerateClusterConvexHullsFromChildrenHulls ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) & Collection, const [FClusterConvexHullSettings](API\Runtime\Chaos\GeometryCollection\FGeometryCollectionConvexUtility\FClusterConvexHu-) & Settings, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > TransformSubset )


code: static void GenerateClusterConvexHullsFromLeafHulls ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) & Collection, const [FClusterConvexHullSettings](API\Runtime\Chaos\GeometryCollection\FGeometryCollectionConvexUtility\FClusterConvexHu-) & Settings )


code: static void GenerateClusterConvexHullsFromLeafHulls ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) & Collection, const [FClusterConvexHullSettings](API\Runtime\Chaos\GeometryCollection\FGeometryCollectionConvexUtility\FClusterConvexHu-) & Settings, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > OptionalTransformSubset )


code: static void GenerateLeafConvexHulls ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) & Collection, bool bRestrictToSelection, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > TransformSubset, const [FLeafConvexHullSettings](API\Runtime\Chaos\GeometryCollection\FGeometryCollectionConvexUtility\FLeafConvexHullS-) & Settings )


description: Get the HasCustomConvex flags. If they're missing, either add them (if bAddIfMissing) or return nullptr

code: static [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< int32 > * GetCustomConvexFlags ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, bool bAddIfMissing )


description: Get convex hull data for the Geometry Collection if it is present

code: static [TOptional](API\Runtime\Core\IO\TOptional)< [FGeometryCollectionConvexData](API\Runtime\Chaos\GeometryCollection\FGeometryCollectionConvexUtility\FGeometryCollect-) > GetConvexHullDataIfPresent ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) * GeometryCollection )


description: Ensure that convex hull data exists for the Geometry Collection and construct it if not (or if some data is missing.

code: static [FGeometryCollectionConvexData](API\Runtime\Chaos\GeometryCollection\FGeometryCollectionConvexUtility\FGeometryCollect-) GetValidConvexHullData ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection )


description: true if convex hull data is present

code: static bool HasConvexHullData ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) * GeometryCollection )


description: Delete the convex hulls pointed at by the transform indices provided.

code: static void RemoveConvexHulls ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SortedTransformDeletes )


description: Delete the convex hulls that are null

code: static void RemoveEmptyConvexHulls ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & GeometryCollection )


description: Set default values for convex hull related managed arrays.

code: static void SetDefaults ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * GeometryCollection, [FName](API\Runtime\Core\UObject\FName) Group, uint32 StartSize, uint32 NumElements )


description: Set Volume and Size attributes on the Collection (will be called by CreateNonOverlappingConvexHullData  Volumes must be up to date for convex calc)

code: static void SetVolumeAttributes ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) * Collection )


description: true if the GeometryCollection has convex data with no null pointers and no invalid indices

code: static bool ValidateConvexData ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) * GeometryCollection )


className: FGeometryCollectionConvexUtility

code: class FGeometryCollectionConvexUtility


description: Merge convex hulls that are currently on each (selected) transform. If convex hulls are not present, does nothing.

code: static void MergeHullsOnTransforms ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & Collection, const [FGeometryCollectionConvexUtility::FMergeConvexHullSettings](API\Runtime\Chaos\GeometryCollection\FGeometryCollectionConvexUtility\FMergeConvexHull-) & Settings, bool bRestrictToSelection, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > OptionalTransformSelection )


description: Note: This computes connections from lower to higher geometry indices, assuming connections are symmetric.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FGeometryContactEdge](API\Runtime\Chaos\GeometryCollection\FGeometryCollectionProximityUtil-\FGeometryContact-) > ComputeConvexGeometryContactFromProximity ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * Collection, float DistanceTolerance, [UE::GeometryCollectionConvexUtility::FConvexHulls](API\Runtime\Chaos\GeometryCollection\FConvexHulls) & LocalHulls )


code: void CopyProximityToConnectionGraph ( const [TArray](API\Runtime\Core\Containers\TArray)< [FGeometryContactEdge](API\Runtime\Chaos\GeometryCollection\FGeometryCollectionProximityUtil-\FGeometryContact-) > * ContactEdges )


code: FGeometryContactEdge &40; int32 GeoIdxA, int32 GeoIdxB, float ContactArea, float MaxContactArea, float SharpContactWidth, float MaxSharpContact &41;


className: FGeometryContactEdge

description: Stores stats about the contact between two geometries.

code: struct FGeometryContactEdge

ContactArea

description: Area estimate for contact region.

MaxContactArea

description: Maximum area for contact for this pair (half the smallest surface area)

MaxSharpContact

description: Estimate of maximum possible 'sharp contact' for this pair.

SharpContactWidth

description: 'Sharp contact' width estimate


description: Update proximity data if it is not already present.

code: void RequireProximity ( [UE::GeometryCollectionConvexUtility::FConvexHulls](API\Runtime\Chaos\GeometryCollection\FConvexHulls) * OptionalComputedHulls )


code: void UpdateProximity ( [UE::GeometryCollectionConvexUtility::FConvexHulls](API\Runtime\Chaos\GeometryCollection\FConvexHulls) * OptionalComputedHulls )


code: FGeometryCollectionProximityUtility ( [FGeometryCollection](API\Runtime\Chaos\GeometryCollection\FGeometryCollection) * InCollection )


className: FGeometryCollectionProximityUtility


code: static [TArray](API\Runtime\Core\Containers\TArray)< [FGeometryCollectionSection](API\Runtime\Chaos\GeometryCollection\FGeometryCollectionSection) > BuildMeshSections ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & InCollection, const [TArray](API\Runtime\Core\Containers\TArray)< FIntVector > & InputIndices, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & BaseMeshOriginalIndicesIndex, [TArray](API\Runtime\Core\Containers\TArray)< FIntVector > & RetIndices )


className: InvalidIndex

code: static const int InvalidIndex = -1;


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


description: Constructor.

code: FGeometryCollectionSection()


className: FGeometryCollectionSection

description: A set of triangles which are rendered with the same material.

code: struct FGeometryCollectionSection

FirstIndex

description: Range of vertices and indices used when rendering this section.

HitProxy

type: HHitProxy*

MaterialID

description: The index of the material with which to render this section.


className: FLogCategoryUManagedArrayLogging

code: struct FLogCategoryUManagedArrayLogging : public [FLogCategory< ELogVerbosity::NoLogging, ELogVerbosity::All >](API\Runtime\Core\Logging\FLogCategory)


description: Copy a range of values from the ConstArray into this

code: virtual void CopyRange ( const [FManagedArrayBase](API\Runtime\Chaos\GeometryCollection\FManagedArrayBase) & ConstArray, int32 Start, int32 Stop, int32 Offset )


description: Empty the array.

code: virtual void Empty()


description: Get allocated memory

code: virtual SIZE_T GetAllocatedSize() const


description: Perform a memory move between the two arrays

code: void ExchangeArrays ( [FManagedArrayBase](API\Runtime\Chaos\GeometryCollection\FManagedArrayBase) & Src )


description: TypeSize

code: virtual size_t GetTypeSize() const


description: Init from a predefined Array

code: virtual void Init ( const [FManagedArrayBase](API\Runtime\Chaos\GeometryCollection\FManagedArrayBase) & )


description: The reserved length of the array.

code: virtual int32 Max() const


description: The length of the array.

code: virtual int32 Num() const


description: Reindex - Adjust index dependent elements. Offsets is the size of the dependent group; Final is post resize of dependent group used for bounds checking on remapped indices.

code: virtual void Reindex ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Offsets, const int32 & FinalSize, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SortedDeletionList, const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & DeletionSet )


description: Reindex given a lookup table

code: virtual void ReindexFromLookup ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InverseNewOrder )


description: Remove elements

code: virtual void RemoveElements ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SortedDeletionList )


description: Protected access to array reservation. Only the managers of the Array are allowed to perform a reserve. (see friend list above).

code: virtual void Reserve ( const int32 Num )


description: Reorder elements given a new ordering. Sizes must match

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


description: Protected access to array resizing. Only the managers of the Array are allowed to perform a resize. (see friend list above).

code: virtual void Resize ( const int32 Num )


description: Serialization

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


description: Set default values.

code: virtual void SetDefaults ( uint32 StartSize, uint32 NumElements, bool bHasGroupIndexDependency )


className: FManagedArrayBase

code: class FManagedArrayBase : public [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)


description:
Add an attribute of Type(T) to the group
reference to the created ManagedArray

code: template<typename T> [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< T > & AddAttribute ( [FName](API\Runtime\Core\UObject\FName) Name, [FName](API\Runtime\Core\UObject\FName) Group, [FConstructionParameters](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection\FConstructionPar-) Parameters )


description:
Add elements to a group
starting index of the new ManagedArrayentries.

code: int32 AddElements ( int32 NumberElements, [FName](API\Runtime\Core\UObject\FName) Group )


description: Append Collection and reindex dependencies on this collection.

code: virtual void Append ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & Collection )


description: Add an external attribute of Type(T) to the group for size management. Lifetime is managed by the caller, must make sure the array is alive when the collection is

code: template<typename T> void AddExternalAttribute ( [FName](API\Runtime\Core\UObject\FName) Name, [FName](API\Runtime\Core\UObject\FName) Group, [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< T > & ValueIn, [FConstructionParameters](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection\FConstructionPar-) Parameters )


description: Create a group on the collection. Adding attribute will also create unknown groups.

code: void AddGroup ( [FName](API\Runtime\Core\UObject\FName) Group )


description:
List all the attributes in a group names.
list of group names

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


code: template<class T> const T * Cast() const


description: Copy an attribute. Will perform an implicit group sync.

code: void CopyAttribute ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & InCollection, [FName](API\Runtime\Core\UObject\FName) SrcName, [FName](API\Runtime\Core\UObject\FName) DestName, [FName](API\Runtime\Core\UObject\FName) Group )


description: Copy attributes that match the input collection. This is a utility to easily sync collections

code: void CopyMatchingAttributesFrom ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & InCollection, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) >> * SkipList )


description: Copy an attribute. Will perform an implicit group sync. Attribute must exist in both InCollection and this collection

code: void CopyAttribute ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & InCollection, [FName](API\Runtime\Core\UObject\FName) Name, [FName](API\Runtime\Core\UObject\FName) Group )


code: void CopyTo ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) * Collection, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GroupsToSkip, [TArray](API\Runtime\Core\Containers\TArray)< [TTuple](API\Runtime\Core\Misc\TTuple)< [FName](API\Runtime\Core\UObject\FName), [FName](API\Runtime\Core\UObject\FName) >> AttributesToSkip ) const


className: EArrayType

code: typedef EManagedArrayType EArrayType


description: Empty the group

code: void EmptyGroup ( [FName](API\Runtime\Core\UObject\FName) Group )


className: FConstructionParameters

code: struct FConstructionParameters

GroupIndexDependency

type: FName


code: FConstructionParameters &40; FName GroupIndexDependencyIn, bool SavedIn, bool bInAllowCircularDependency &41;


description:
Returns attribute(Name) of Type(T) from the group
ManagedArray&

code: template<typename T> [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< T > * FindAttribute ( [FName](API\Runtime\Core\UObject\FName) Name, [FName](API\Runtime\Core\UObject\FName) Group )


code: template<typename T> const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< T > * FindAttribute ( [FName](API\Runtime\Core\UObject\FName) Name, [FName](API\Runtime\Core\UObject\FName) Group ) const


description:
Returns attribute(Name) of Type(T) from the group if and only if the types of T and the array match
ManagedArray&

code: template<typename T> [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< T > * FindAttributeTyped ( [FName](API\Runtime\Core\UObject\FName) Name, [FName](API\Runtime\Core\UObject\FName) Group )


code: template<typename T> const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< T > * FindAttributeTyped ( [FName](API\Runtime\Core\UObject\FName) Name, [FName](API\Runtime\Core\UObject\FName) Group ) const


className: FKeyType

code: typedef [TTuple](API\Runtime\Core\Misc\TTuple)< [FName](API\Runtime\Core\UObject\FName), [FName](API\Runtime\Core\UObject\FName) > FKeyType


code: FManagedType &40; EManagedArrayType InType, FName InName, FName InGroup &41;


className: FManagedType

code: struct FManagedType

Type

type: EManagedArrayTy...


className: FProcessingParameters

code: struct FProcessingParameters


description: Get allocated memory size

code: SIZE_T GetAllocatedSize() const


description: Return attribute type

code: EArrayType GetAttributeType ( [FName](API\Runtime\Core\UObject\FName) Name, [FName](API\Runtime\Core\UObject\FName) Group ) const


description:
Returns attribute access of Type(T) from the groupTManagedArray& GetAttribute(FName Name, FName Group) { check(HasAttribute(Name, Group)) const FKeyType Key = FManagedArrayCollection::MakeMapKey(Name, Group); return *(static_cast<TManagedArray*>(Map[Key].Value)); };
ManagedArray&template

code: template<typename T> const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< T > & GetAttribute ( [FName](API\Runtime\Core\UObject\FName) Name, [FName](API\Runtime\Core\UObject\FName) Group ) const


description: Get information on the total storage required for each element in each group

code: void GetElementSizeInfoForGroups ( [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FName](API\Runtime\Core\UObject\FName), SIZE_T >> & OutSizeInfo ) const


description: List all the group names.

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


description: Check for the existence of a attribute

code: bool HasAttribute ( [FName](API\Runtime\Core\UObject\FName) Name, [FName](API\Runtime\Core\UObject\FName) Group ) const


description: Check for the existence of a attribute

code: bool HasAttributes ( const [TArray](API\Runtime\Core\Containers\TArray)< [FManagedType](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection\FManagedType) > & Types ) const


description: Check for the existence of a group

code: bool HasGroup ( [FName](API\Runtime\Core\UObject\FName) Group ) const


description:
Insert elements to a group
starting index of the new ManagedArrayentries (same as Position).

code: int32 InsertElements ( int32 NumberElements, int32 Position, [FName](API\Runtime\Core\UObject\FName) Group )


className: Invalid

code: static int8 Invalid = INDEX_NONE;


description: Check if an attribute is dirty

code: bool IsAttributeDirty ( [FName](API\Runtime\Core\UObject\FName) Name, [FName](API\Runtime\Core\UObject\FName) Group ) const


description: Check if an attribute is persistent - ie its data will be serialized If the attribute does not exists this will return false

code: bool IsAttributePersistent ( [FName](API\Runtime\Core\UObject\FName) Name, [FName](API\Runtime\Core\UObject\FName) Group ) const


code: virtual bool IsAType ( [FName](API\Runtime\Core\UObject\FName) InTypeName ) const


description: Cycle Checking. Search for TargetNode from the StartingNode.

code: bool IsConnected ( [FName](API\Runtime\Core\UObject\FName) StartingNode, [FName](API\Runtime\Core\UObject\FName) TargetNode )


description: Updated for Render ( Mark it dirty ) question: is this the right place for this?

code: void MakeDirty()


description: Virtual helper function called by CopyMatchingAttributesFrom; adds attributes 'default, but optional' attributes that are present in InCollection This is used byFGeometryCollectionto make sure all UV layers are copied over byCopyMatchingAttributesFrom()

code: virtual void MatchOptionalDefaultAttributes ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & InCollection )


description:
Returns attribute access of Type(T) from the group for modification this will mark the collection dirty
ManagedArray&

code: template<typename T> [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< T > & ModifyAttribute ( [FName](API\Runtime\Core\UObject\FName) Name, [FName](API\Runtime\Core\UObject\FName) Group )


description:
Duplicate the ManagedArrayCollection as the specified templated type
unowned pointer to new collection.

code: template<class T> T * NewCopy() const


description: Returns the number of attributes in a group.

code: int32 NumAttributes ( [FName](API\Runtime\Core\UObject\FName) Group ) const


code: [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & operator= ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & In )


description:
Number of elements in a group
the group size, and Zero(0) if group does not exist.

code: int32 NumElements ( [FName](API\Runtime\Core\UObject\FName) Group ) const


code: [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & operator= ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) && )


description: Remove the attribute from the collection.

code: void RemoveAttribute ( [FName](API\Runtime\Core\UObject\FName) Name, [FName](API\Runtime\Core\UObject\FName) Group )


code: void RemoveDependencyFor ( [FName](API\Runtime\Core\UObject\FName) Group )


description: Remove the element at index and reindex the dependent arrays

code: virtual void RemoveElements ( const [FName](API\Runtime\Core\UObject\FName) & Group, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SortedDeletionList, [FProcessingParameters](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection\FProcessingParam-) Params )


description: Remove the elements at Position and reindex the dependent arrays

code: virtual void RemoveElements ( const [FName](API\Runtime\Core\UObject\FName) & Group, int32 NumberElements, int32 Position )


description: Remove the group from the collection.

code: void RemoveGroup ( [FName](API\Runtime\Core\UObject\FName) Group )


description: Reorders elements in a group. NewOrder must be the same length as the group.

code: virtual void ReorderElements ( [FName](API\Runtime\Core\UObject\FName) Group, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & NewOrder )


description: Clear the internal data.

code: virtual void Reset()


description: Reserve a group

code: void Reserve ( int32 Size, [FName](API\Runtime\Core\UObject\FName) Group )


description: Resize a group

code: void Resize ( int32 Size, [FName](API\Runtime\Core\UObject\FName) Group )


description: Serialize

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


code: virtual void SetDefaults ( [FName](API\Runtime\Core\UObject\FName) Group, uint32 StartSize, uint32 NumElements )


code: void SetDependency ( [FName](API\Runtime\Core\UObject\FName) Name, [FName](API\Runtime\Core\UObject\FName) Group, [FName](API\Runtime\Core\UObject\FName) DependencyGroup, bool bAllowCircularDependency )


description: Type name for this class.


description: Size and order a group so that it matches the group found in the input collection.

code: void SyncGroupSizeFrom ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & InCollection, [FName](API\Runtime\Core\UObject\FName) Group )


code: TManagedType &40; FName InName, FName InGroup &41;


className: TManagedType

code: template<class T> struct TManagedType : public [FManagedArrayCollection::FManagedType](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection\FManagedType)


description: Dump the contents to aFString


code: FManagedArrayCollection ( const [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) & In )


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


className: FManagedArrayCollection

description: FManagedArrayCollection* Collection(NewObject()); Collection->AddElements(10, "GroupBar"); // Create a group GroupBar and add 10 elements. Collection->AddAttribute("AttributeFoo", "GroupBar"); // Add a FVector array named AttributeFoo to GroupBar. TManagedArray& Foo = Collection->GetAttribute("AttributeFoo", "GroupBar"); // Get AttributeFoo for (int32 i = 0; i <Foo.Num(); i++) { Foo[i] = FVector(i, i, i); // Update AttribureFoo's elements }

code: struct FManagedArrayCollection

FSimulationProperties

type: friend

Version

description: Version to indicate need for conditioning to current expected data layout during serialization loading.


code: FManagedArrayInterface ( [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection) * InManagedArray )


code: bool Contains ( const bool Item ) const


className: FManagedArrayInterface

description: FManagedArrayInterface

code: class FManagedArrayInterface

ManagedCollection

type: FManagedArrayCo...


description: Copy from a predefined Array of matching type

code: virtual void CopyRange ( const [FManagedArrayBase](API\Runtime\Chaos\GeometryCollection\FManagedArrayBase) & ConstArray, int32 Start, int32 Stop, int32 Offset )


description: Count the number of entries match `Item_.

code: int32 Count ( const bool Item ) const


description: Perform a memory move between the two arrays

code: virtual void ExchangeArrays ( [FManagedArrayBase](API\Runtime\Chaos\GeometryCollection\FManagedArrayBase) & Src )


description: Fill the array with `Value_.

code: void Fill ( const bool Value )


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


description: Find first index of the element

code: int32 Find ( const bool Item ) const


description: Get allocated memory

code: virtual SIZE_T GetAllocatedSize() const


description: Helper function to convert the bitArray to a bool array this is creating a new array and copy convert each bit to a bool

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


description:
Helper function for returning the internal const array
const array of all the elements

code: const [TBitArray](API\Runtime\Core\Containers\TBitArray) & GetConstArray()


code: const [TBitArray](API\Runtime\Core\Containers\TBitArray) & GetConstArray() const


description:
Helper function for returning a typed pointer to the first array entry.
Size in bytes of array type.

code: virtual size_t GetTypeSize() const


description: Init from a predefined Array of matching type

code: virtual void Init ( const [FManagedArrayBase](API\Runtime\Chaos\GeometryCollection\FManagedArrayBase) & NewArray )


description: The reserved length of the array.

code: virtual int32 Max() const


description:
Returning the size of the array
Array size

code: virtual int32 Num() const


code: [FManagedBitArrayBase](API\Runtime\Chaos\GeometryCollection\FManagedBitArrayBase) & operator= ( [FManagedBitArrayBase](API\Runtime\Chaos\GeometryCollection\FManagedBitArrayBase) && Other )


code: [FManagedBitArrayBase](API\Runtime\Chaos\GeometryCollection\FManagedBitArrayBase) & operator= ( [TBitArray](API\Runtime\Core\Containers\TBitArray)<> && Other )


description:
Returning a reference to the element at index.
Array element reference

code: [FBitReference](API\Runtime\Core\Containers\FBitReference) operator[] ( int Index )


code: const [FConstBitReference](API\Runtime\Core\Containers\FConstBitReference) operator[] ( int Index ) const


description: Checks if index is in array range.

code: void RangeCheck ( int32 Index ) const


description: Remove elements

code: virtual void RemoveElements ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SortedDeletionList )


description: Serialization Support

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


code: FManagedBitArrayBase ( const [FManagedBitArrayBase](API\Runtime\Chaos\GeometryCollection\FManagedBitArrayBase) & Other )


code: FManagedBitArrayBase ( [FManagedBitArrayBase](API\Runtime\Chaos\GeometryCollection\FManagedBitArrayBase) && Other )