description: Build the datas from the network physics component

code: virtual void BuildDatas ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * NetworkComponent )


description: Serialize datas function that will be used to transfer the struct across the network

module: ChaosVehicles

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


description: Apply the datas onto the network physics component

code: virtual void ApplyDatas ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * NetworkComponent ) const


className: FNetworkVehicleInputs

description: Vehicle Inputs datas that will be used in the inputs history to be applied while simulating

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FNetworkVehicleInputs : public [FNetworkPhysicsDatas](API\Runtime\Engine\Physics\FNetworkPhysicsDatas)

TransmissionChangeTime

type: float

description: Transmission change time that could be set/changed from GT

TransmissionCurrentGear

description: Transmission current gear that could be set/changed from GT

TransmissionTargetGear

description: Transmission target gear that could be set/changed from GT

VehicleInputs

type: FControlInputs

description: List of incoming control inputs coming from the local client


description: Interpolate the datas in between two inputs datas

code: void InterpolateDatas ( const [FNetworkVehicleStates](API\Plugins\ChaosVehicles\FNetworkVehicleStates) & MinDatas, const [FNetworkVehicleStates](API\Plugins\ChaosVehicles\FNetworkVehicleStates) & MaxDatas )


className: FNetworkVehicleStates

description: Vehicle states datas that will be used in the states history to rewind the simulation at some point inn time

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FNetworkVehicleStates : public [FNetworkPhysicsDatas](API\Runtime\Engine\Physics\FNetworkPhysicsDatas)

EngineOmega

description: Engine angular velocity

StateLastVelocity

type: FVector

description: Vehicle state last velocity

SuspensionAveragedCount

type: TArray< int32 >

description: Suspension averaged count for smoothing

SuspensionAveragedLength

type: TArray< float >

description: Suspension averaged length for smoothing

SuspensionAveragedNum

description: Suspension averaged number for smoothing

SuspensionLastDisplacement

description: Suspension latest displacement to be used while simulating

SuspensionLastSpringLength

description: Suspension latest spring length to be used while simulating

WheelsAngularPosition

description: Angular position for each wheels

WheelsOmega

description: Angular velocity for each wheels


className: FPhysicsVehicleInputs

description: Per Vehicle input State from Game Thread to Physics Thread

code: struct FPhysicsVehicleInputs

NetworkInputs

type: FNetworkVehicle...

TraceCollisionResponse

type: FCollisionRespo...

TraceParams

type: FCollisionQuery...

WheelTraceParams

type: TArray<FWheelT...


className: FPhysicsVehicleOutput

description: Per Vehicle Output State from Physics Thread to Game Thread

code: struct FPhysicsVehicleOutput

Wheels

type: TArray<FWheels...


className: FPhysicsVehicleTraits

code: struct FPhysicsVehicleTraits


code: const [Chaos::FAerofoilConfig](API\Runtime\ChaosVehiclesCore\FAerofoilConfig) & GetPhysicsAerofoilConfig ( const [UChaosVehicleMovementComponent](API\Plugins\ChaosVehicles\UChaosVehicleMovementComponent) & MovementComponent )


className: FVehicleAerofoilConfig

AerofoilType

type: EVehicleAerofoi...

description: Does this aerofoil represent a fixed spoiler, an aircraft wing, etc how is controlled.

Area

description: Area of aerofoil surface [Meters Squared] - larger value creates more lift but also more drag.

BoneName

type: FName

description: Bone name on mesh where aerofoil is centered.

Camber

description: Camber of wing - leave as zero for a rudder - can be used to trim/level elevator for level flight

DragMultiplier

description: Cheat to control amount of drag independently from lift, a value of zero will offer no drag

LiftMultiplier

description: Cheat to control amount of lift independently from lift

MaxControlAngle

description: The angle in degrees through which the control surface moves - leave at 0 if it is a fixed surface.

Offset

description: Additional offset to give the aerofoil.

UpAxis

description: Up Axis of aerofoil.


description: FAnimInstanceProxyinterface end

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FWheelAnimationData](API\Plugins\ChaosVehicles\FWheelAnimationData) > & GetWheelAnimData() const


description: FAnimInstanceProxyinterface begin

code: virtual void PreUpdate ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * InAnimInstance, float DeltaSeconds )


code: void SetStageCoachEffectParams ( int InWheelSpokeCount, float InMaxAngularVelocity, float InShutterSpeed, float InStageCoachBlend )


code: void SetWheeledVehicleComponent ( const [UChaosWheeledVehicleMovementComponent](API\Plugins\ChaosVehicles\UChaosWheeledVehicleMovementComp-) * InWheeledVehicleComponent )


code: FVehicleAnimationInstanceProxy()


code: FVehicleAnimationInstanceProxy ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * Instance )


className: FVehicleAnimationInstanceProxy

description: Proxy override for this UAnimInstance-derived class

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FVehicleAnimationInstanceProxy : public [FAnimInstanceProxy](API\Runtime\Engine\Animation\FAnimInstanceProxy)


className: FVehicleDebugParams

code: struct FVehicleDebugParams

BatchQueries

type: bool


code: FVehicleDifferentialConfig()


className: FVehicleDifferentialConfig

DifferentialType

type: EVehicleDiffere...

description: Type of differential

FrontRearSplit

description: Ratio of torque split between front and rear (<0.5 means more to front, >0.5 means more to rear, works only with 4W type)


code: const [Chaos::FSimpleEngineConfig](API\Runtime\ChaosVehiclesCore\FSimpleEngineConfig) & GetPhysicsEngineConfig()


code: float GetTorqueFromRPM ( float EngineRPM )


code: void FillDifferentialSetup()


className: FVehicleEngineConfig

EngineBrakeEffect

description: Braking effect from engine, when throttle released

EngineIdleRPM

description: Idle RMP of engine then in neutral/stationary

EngineRevDownRate

description: Affects how fast the engine RPM slows down

EngineRevUpMOI

description: Affects how fast the engine RPM speed up

MaxRPM

description: Maximum revolutions per minute of the engine

MaxTorque

description: Max Engine Torque (Nm) is multiplied by TorqueCurve

TorqueCurve

type: FRuntimeFloatCu...

description: Torque [Normalized 0..1] for a given RPM


code: float CalcControlFunction ( float InputValue )


description: Change an output value using max rise and fall rates

code: float InterpInputValue ( float DeltaTime, float CurrentValue, float NewValue ) const


className: FVehicleInputRateConfig

FallRate

description: Rate at which the input value falls

InputCurveFunction

type: EInputFunctionT...

description: Controller input curve, various predefined options, linear, squared, or user can specify a custom curve function

RiseRate

description: Rate at which the input value rises

UserCurve

description: Controller input curve - should be a normalized float curve, i.e. time from 0 to 1 and values between 0 and 1 This curve is only sued if the InputCurveFunction above is set to CustomCurve


className: FVehicleReplicatedState

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FVehicleReplicatedState : public [FVehicleInputs](API\Plugins\ChaosVehicles\FVehicleInputs)

TargetGear

description: State replication: gear

ThrottleDown

description: Input replication: decrease throttle

ThrottleUp

description: Input replication: increase throttle


className: FVehicleInputs

description: Vehicle inputs from the player controller

BrakeInput

description: Brake output to physics system. Range 0...1.

HandbrakeInput

description: Handbrake output to physics system. Range 0...1.

PitchInput

description: Body Pitch output to physics system. Range -1...1.

RollInput

description: Body Roll output to physics system. Range -1...1.

SteeringInput

description: Steering output to physics system. Range -1...1.

ThrottleInput

description: Accelerator output to physics system. Range 0...1.

YawInput

description: Body Yaw output to physics system. Range -1...1.


code: FVehicleStabilizeControlConfig()


className: FVehicleStabilizeControlConfig

AltitudeHoldZ

description: Yaw Torque Scaling

Enabled

description: Torque Control Enabled


description: Cache some useful data at the start of the frame from Physics thread Particle Handle

code: void CaptureState ( const [Chaos::FRigidBodyHandle_Internal](API\Runtime\Chaos\PhysicsProxy\FRigidBodyHandle_Internal) * Handle, float GravityZ, float DeltaTime )


className: FVehicleState

description: Commonly used state - evaluated once used wherever required

code: struct FVehicleState

NumWheelsOnGround

type: int

VehicleWorldTransform

type: FTransform


code: const [Chaos::FSimpleSteeringConfig](API\Runtime\ChaosVehiclesCore\FSimpleSteeringConfig) & GetPhysicsSteeringConfig ( FVector2D WheelTrackDimensions )


className: FVehicleSteeringConfig

AngleRatio

type: float

description: Only applies when AngleRatio is selected

SteeringCurve

description: Maximum steering versus forward speed (MPH)

SteeringType

type: ESteeringType

description: Single angle : both wheels steer by the same amount AngleRatio : outer wheels on corner steer less than the inner ones by set ratio Ackermann : Ackermann steering principle is applied


description: Cache some useful data at the start of the frame from GT BodyInstance

code: void CaptureState ( const [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * TargetInstance, float GravityZ, float DeltaTime )


code: FVehicleTargetRotationControlConfig()


className: FVehicleTargetRotationControlConfig

Enabled

description: Rotation Control Enabled

MaxAccel

description: Rotation mac accel

RotationDamping

description: Rotation damping

RotationStiffness

description: Rotation stiffness


code: const [Chaos::FSimpleThrustConfig](API\Runtime\ChaosVehiclesCore\FSimpleThrustConfig) & GetPhysicsThrusterConfig ( const [UChaosVehicleMovementComponent](API\Plugins\ChaosVehicles\UChaosVehicleMovementComponent) & MovementComponent )


className: FVehicleThrustConfig

BoneName

description: Bone name on mesh where thrust is located

MaxControlAngle

description: The angle in degrees through which the control surface moves - leave at 0 if it is a fixed surface

MaxThrustForce

description: How the thrust is applied as the speed increases Maximum speed after which the thrust will cut off Maximum thrust force

Offset

type: FVector

description: Additional offset to give the location, or use in preference to the bone

ThrustAxis

description: Up Axis of thrust.

ThrustType

type: EVehicleThrustT...

description: Does this aerofoil represent a fixed spoiler, an aircraft wing, etc how is controlled.


code: const [Chaos::FTorqueControlConfig](API\Runtime\ChaosVehiclesCore\FTorqueControlConfig) & GetTorqueControlConfig()


code: FVehicleTorqueControlConfig()


code: float GetGearRatio ( int32 InGear )


className: FVehicleTorqueControlConfig

Enabled

description: Torque Control Enabled

PitchTorqueScaling

description: Pitch Torque Scaling

RollTorqueScaling

description: Roll Torque Scaling

RotationDamping

description: Rotation damping

YawTorqueScaling

description: Yaw Torque Scaling


code: FVehicleTransmissionConfig()


className: FVehicleTransmissionConfig

bUseAutomaticGears

description: Whether to use automatic transmission

ChangeDownRPM

description: Engine Revs at which gear down change ocurrs

ChangeUpRPM

description: Engine Revs at which gear up change ocurrs

FinalRatio

description: The final gear ratio multiplies the transmission gear ratios.

ForwardGearRatios

type: TArray< float >

description: Forward gear ratios

GearChangeTime

description: Time it takes to switch gears (seconds)

ReverseGearRatios

description: Reverse gear ratio(s)

TransmissionEfficiency

description: Mechanical frictional losses mean transmission might operate at 0.94 (94% efficiency)


className: FWheelAnimationData

code: struct FWheelAnimationData

RotOffset

type: FRotator


className: FWheeledSnaphotData

WheelSnapshots

type: TArray<FWheelS...


className: FWheeledVehicleDebugParams

code: struct FWheeledVehicleDebugParams


className: FWheelSnapshot


className: FWheelsOutput

description: Local physics wheels outputs not replicated across the network

code: struct FWheelsOutput

InContact

description: Wheels

PhysMaterial

type: TWeakObjectPtr<...

SuspensionOffset

description: Suspension related


description: Commonly used Wheel state - evaluated once used wherever required for that frame

code: void CaptureState ( int WheelIdx, const FVector & WheelOffset, const [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * TargetInstance )


code: void CaptureState ( int WheelIdx, const FVector & WheelOffset, const [Chaos::FRigidBodyHandle_Internal](API\Runtime\Chaos\PhysicsProxy\FRigidBodyHandle_Internal) * Handle )


code: void CaptureState ( int WheelIdx, const FVector & WheelOffset, const [Chaos::FRigidBodyHandle_Internal](API\Runtime\Chaos\PhysicsProxy\FRigidBodyHandle_Internal) * VehicleHandle, const FVector & ContactPoint, const [Chaos::FRigidBodyHandle_Internal](API\Runtime\Chaos\PhysicsProxy\FRigidBodyHandle_Internal) * SurfaceHandle )


code: static FVector GetVelocityAtPoint ( const [Chaos::FRigidBodyHandle_Internal](API\Runtime\Chaos\PhysicsProxy\FRigidBodyHandle_Internal) * Rigid, const FVector & InPoint )


code: void Init ( int NumWheels )


className: FWheelState

code: struct FWheelState

LocalWheelVelocity

type: TArray< FVector...

description: Current velocity at wheel location In World Coordinates - combined linear and angular

Trace

description: Local velocity of Wheel

TraceResult

type: TArray<FHitRes...

WheelWorldLocation

description: Current Location Of Wheels In Local Coordinates

WorldWheelVelocity

description: Current Location Of Wheels In World Coordinates


code: FWheelStatus ( EForceInit InInit )


code: FWheelStatus ( ENoInit NoInit )


className: FWheelStatus

description: Structure containing information about the status of a single wheel of the vehicle.

bABSActivated

description: Is the ABS currently engaged - useful for audio Q's

bInContact

description: This wheel is in contact with the ground

bIsSkidding

description: Is the wheel skidding

bIsSlipping

description: Is the wheel slipping

BrakeTorque

description: Brake torque currently applied at wheel

ContactPoint

description: Wheel contact point

DriveTorque

description: Drive torque currently applied at wheel

HitLocation

description: Wheel contact location

NormalizedSuspensionLength

description: Normalized suspension length at this wheel

PhysMaterial

description: Material that wheel is in contact with

SkidMagnitude

description: Magnitude of skid

SkidNormal

description: Direction of skid, i.e. normalized direction

SlipAngle

description: Slip angle at the wheel - difference between wheel local direction and velocity at wheel

SlipMagnitude

description: Magnitude of slippage of wheel, difference between wheel speed and ground speed

SpringForce

description: Spring Force that is occurring at wheel suspension


className: FWheelTraceParams

code: struct FWheelTraceParams

SweepShape

type: ESweepShape

SweepType

type: ESweepType


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

code: static [IChaosVehiclesPlugin](API\Plugins\ChaosVehicles\IChaosVehiclesPlugin) & Get()


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

code: static bool IsAvailable()


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

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: IChaosVehiclesPlugin

description: The public interface to this module

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


className: operator&

code: constexpr EForceFlags operator& ( EForceFlags Lhs, EForceFlags Rhs )


className: operator&=

code: EForceFlags & operator&= ( EForceFlags & Lhs, EForceFlags Rhs )


className: operator~

code: constexpr EForceFlags operator~ ( EForceFlags E )


className: operator^

code: constexpr EForceFlags operator^ ( EForceFlags Lhs, EForceFlags Rhs )


className: operator^=

code: EForceFlags & operator^= ( EForceFlags & Lhs, EForceFlags Rhs )


className: operator!

code: constexpr bool operator! ( EForceFlags E )


className: WithNetSerializer

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


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


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


description: Compute handbrake input

code: float CalcHandbrakeInput()


description: Compute pitch input

code: float CalcPitchInput()


description: Compute roll input

code: float CalcRollInput()


description: Compute steering input

code: float CalcSteeringInput()


description: Compute throttle & brake input

code: void CalcThrottleBrakeInput ( float & ThrottleOut, float & BrakeOut )


code: float CalcThrottleDownInput()


description: Compute throttle inputs

code: float CalcThrottleUpInput()


description: Return true if we are ready to create a vehicle, false if the setup has missing references

code: virtual bool CanCreateVehicle() const


description: Compute yaw input

code: float CalcYawInput()


description: Clear all interpolated inputs to default values. Raw input won't be cleared, the vehicle may resume input based movement next frame.

code: virtual void ClearInput()


description: Clear all raw inputs to default values. Interpolated input won't be cleared, the vehicle will begin interpolating to no input.

code: virtual void ClearRawInput()


description: When vehicle is created we want to compute some helper data like drag area, etc.... Derived classes should use this to properly compute things like engine RPM

code: virtual void ComputeConstants()


description: Create and setup the Chaos vehicle

code: virtual void CreateVehicle()


description: Decrease the vehicle throttle position [throttle range normalized 0 to 1]

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosVehicleMovement") void DecreaseThrottleInput ( float ThrottleDelta )


description: Draw debug text for the wheels and suspension

code: virtual void DrawDebug ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, float & YL, float & YPos )


description: Draw 2D debug line to UI canvas

code: void DrawLine2D ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const FVector2D & StartPos, const FVector2D & EndPos, [FColor](API\Runtime\Core\Math\FColor) Color, float Thickness )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosVehicleMovement") void EnableSelfRighting ( bool InState )


className: FAsyncOutputWrapper

code: struct FAsyncOutputWrapper


code: void FillAerodynamicsSetup()


code: void FinalizeSimCallbackData ( [FChaosVehicleManagerAsyncInput](API\Plugins\ChaosVehicles\FChaosVehicleManagerAsyncInput) & Input )


description: Skeletal mesh needs some special handling in the vehicle case

code: virtual void FixupSkeletalMesh()


description: Grab a snapshot of the vehicle instance dynamic state

code: void GetBaseSnapshot ( [FBaseSnapshotData](API\Plugins\ChaosVehicles\FBaseSnapshotData) & SnapshotOut ) const


code: const [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * GetBodyInstance() const


description: Get the user input for the vehicle brake - can use this to feed control to a connected trailer


description: Get our controller

code: virtual [AController](API\Runtime\Engine\GameFramework\AController) * GetController() const


code: float GetForwardAcceleration()


description: Get current gear

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosVehicleMovement") int32 GetCurrentGear() const


description: How fast the vehicle is moving forward


description: Get the mesh this vehicle is tied to

code: [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * GetMesh() const


description: Get the user input for the vehicle handbrake - can use this to feed control to a connected trailer


description: Retrieve the player controller of the vehicle component

code: [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetPlayerController() const


description: Get Mesh cast asUSkeletalMeshComponent, may return null if cast fails


description: Get Mesh cast asUStaticMeshComponent, may return null if cast fails


description: Get the user input for the vehicle steering - can use this to feed control to a connected trailer


code: virtual float GetSuspensionOffset ( int WheelIndex )


description: Get target gear

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosVehicleMovement") int32 GetTargetGear() const


description: Get the user input for the vehicle throttle - can use this to feed control to a connected trailer


description: Are gears being changed automatically?

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosVehicleMovement") bool GetUseAutoGears() const


description: Returns true if the physics state exists

code: virtual bool HasValidPhysicsState() const


description: Increase the vehicle throttle position [throttle range normalized 0 to 1]

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosVehicleMovement") void IncreaseThrottleInput ( float ThrottleDelta )


description: Is the vehicle in park mode

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosVehicleMovement") bool IsParked() const


description: Location local coordinates of named bone in skeleton, apply additional offset or just use offset if no bone located

code: FVector LocateBoneOffset ( const [FName](API\Runtime\Core\UObject\FName) InBoneName, const FVector & InExtraOffset ) const


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

code: virtual void OnCreatePhysicsState()


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

code: virtual void OnDestroyPhysicsState()


description: Get output data from Physics Thread.

code: virtual void ParallelUpdate ( float DeltaSeconds )


code: [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FPhysicsVehicleOutput](API\Plugins\ChaosVehicles\FPhysicsVehicleOutput) > & PhysicsVehicleOutput()


description: EndUObjectinterface Respond to a property change in editor

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


description: Updates the vehicle tuning and other state such as user input.

code: virtual void PreTickGT ( float DeltaTime )


description: Do some final setup after the Chaos vehicle gets created

code: virtual void PostSetupVehicle()


description: Option to aggressively sleep the vehicle

code: virtual void ProcessSleeping ( const [FControlInputs](API\Plugins\ChaosVehicles\FControlInputs) & ControlInputs )


code: void PutAllEnabledRigidBodiesToSleep()


description: Reset some vehicle state - call this if you are say creating pool of vehicles that get reused and you don't want to carry over the previous state


code: virtual void ResetVehicleState()


description: UObjectinterface

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


description: Pass current state to server

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Reliable, Server, WithValidation) void ServerUpdateState ( float InSteeringInput, float InThrottleInput, float InBrakeInput, float InHandbrakeInput, int32 InCurrentGear, float InRollInput, float InPitchInput, float InYawInput )


description: Set snapshot of vehicle instance dynamic state

code: void SetBaseSnapshot ( const [FBaseSnapshotData](API\Plugins\ChaosVehicles\FBaseSnapshotData) & SnapshotIn )


description: Set the user input for the vehicle Brake [range 0 to 1]

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosVehicleMovement") void SetBrakeInput ( float Brake )


description: Set the user input for gear down

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosVehicleMovement") void SetChangeDownInput ( bool bNewGearDown )


description: Set the user input for gear up

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosVehicleMovement") void SetChangeUpInput ( bool bNewGearUp )


code: [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FChaosVehicleAsyncInput](API\Plugins\ChaosVehicles\FChaosVehicleAsyncInput) > SetCurrentAsyncInputOutput ( int32 InputIdx, [FChaosVehicleManagerAsyncOutput](API\Plugins\ChaosVehicles\FChaosVehicleManagerAsyncOutput) * CurOutput, [FChaosVehicleManagerAsyncOutput](API\Plugins\ChaosVehicles\FChaosVehicleManagerAsyncOutput) * NextOutput, float Alpha, int32 VehicleManagerTimestamp )


code: void SetCurrentAsyncInputOutputInternal ( [FChaosVehicleAsyncInput](API\Plugins\ChaosVehicles\FChaosVehicleAsyncInput) * CurInput, int32 InputIdx, [FChaosVehicleManagerAsyncOutput](API\Plugins\ChaosVehicles\FChaosVehicleManagerAsyncOutput) * CurOutput, int32 VehicleManagerTimestamp )


code: void SetCurrentAsyncInputOutputInternal ( [FChaosVehicleAsyncInput](API\Plugins\ChaosVehicles\FChaosVehicleAsyncInput) * CurInput, int32 InputIdx, [FChaosVehicleManagerAsyncOutput](API\Plugins\ChaosVehicles\FChaosVehicleManagerAsyncOutput) * CurOutput, [FChaosVehicleManagerAsyncOutput](API\Plugins\ChaosVehicles\FChaosVehicleManagerAsyncOutput) * NextOutput, float Alpha, int32 VehicleManagerTimestamp )


description: Set the user input for handbrake

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosVehicleMovement") void SetHandbrakeInput ( bool bNewHandbrake )


description: Allow the player controller of a different pawn to control this vehicle

code: virtual void SetOverrideController ( [AController](API\Runtime\Engine\GameFramework\AController) * OverrideController )


description: Set the vehicle in park mode

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosVehicleMovement") void SetParked ( bool bParked )


description: Set the user input for the vehicle pitch [range -1 to 1]

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosVehicleMovement") void SetPitchInput ( float Pitch )


description: Set the flag that determines whether a controller is required to set control inputs

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosVehicleMovement") void SetRequiresControllerForInputs ( bool bRequiresController )


description: Set the user input for the vehicle roll [range -1 to 1]

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosVehicleMovement") void SetRollInput ( float Roll )


description: Set the vehicle sleeping (bEnableSleep=true) or wake it up (bEnableSleep=false)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosVehicleMovement") void SetSleeping ( bool bEnableSleep )


description: Set the user input for the vehicle steering [range -1 to 1]

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosVehicleMovement") void SetSteeringInput ( float Steering )


description: Set the user input for gear (-1 reverse, 0 neutral, 1+ forward)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosVehicleMovement") void SetTargetGear ( int32 GearNum, bool bImmediate )


description: Set the user input for the vehicle throttle [range 0 to 1]

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosVehicleMovement") void SetThrottleInput ( float Throttle )


description: Overridden to allow registration with components NOT owned by a Pawn.

code: virtual void SetUpdatedComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * NewUpdatedComponent )


description: Allocate and setup the Chaos vehicle

code: virtual void SetupVehicle ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [Chaos::FSimpleWheeledVehicle](API\Runtime\ChaosVehiclesCore\FSimpleWheeledVehicle) > & PVehicle )


description: Adjust the Chaos Physics mass

code: virtual void SetupVehicleMass()


description: Set the user input for the vehicle yaw [range -1 to 1]

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosVehicleMovement") void SetYawInput ( float Yaw )


description: Set the flag that will be used to select auto-gears

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosVehicleMovement") void SetUseAutomaticGears ( bool bUseAuto )


description: Return true if it's suitable to create a physics representation of the vehicle at this time

code: virtual bool ShouldCreatePhysicsState() const


code: void ShowDebugInfo ( class [AHUD](API\Runtime\Engine\GameFramework\AHUD) * HUD, class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const class [FDebugDisplayInfo](API\Runtime\Engine\FDebugDisplayInfo) & DisplayInfo, float & YL, float & YPos )


description: Stops movement immediately (zeroes velocity, usually zeros acceleration for components with acceleration).

code: virtual void StopMovementImmediately()


code: void UpdateMassProperties ( [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * BI )


code: virtual void Update ( float DeltaTime )


description: Read current state for simulation

code: virtual void UpdateState ( float DeltaTime )


code: void WakeAllEnabledRigidBodies()


className: UChaosVehicleMovementComponent

description: Base component to handle the vehicle simulation for an actor.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, HideCategories=(PlanarMovement, "Components|Movement|Planar", Activation, "Components|Activation")) class UChaosVehicleMovementComponent : public [UPawnMovementComponent](API\Runtime\Engine\GameFramework\UPawnMovementComponent)

Aerofoils

type: TArray<FVehicl...

description: Optional aerofoil setup - can be used for car spoilers or aircraft wings/elevator/rudder

AngErrorAccumulator

description: Accumulator for RB replication errors

bEnableCenterOfMassOverride

type: bool

description: Enable to override the calculated COM position with your own fixed value - this prevents the vehicle handling changing when the asset changes

bParkEnabled

type: uint8:  1

BrakeInput

description: Brake output to physics system. Range 0...1.

BrakeInputRate

type: FVehicleInputRa...

description: Rate at which input brake can rise and fall.

bRawGearDownInput

description: True if the player is holding gear down.

bRawGearUpInput

description: True if the player is holding gear up.

bRawHandbrakeInput

description: True if the player is holding the handbrake.

bRequiresControllerForInputs

description: Bypass the need for a controller in order for the controls to be processed.

bReverseAsBrake

description: If true, the brake and reverse controls will behave in a more arcade fashion where holding reverse also functions as brake.

bThrottleAsBrake

description: If true, when reversing the throttle will behave like a brake while the vehicle moving in a backwards direction - requires bReverseAsBrake to be enabled for operation

bWasAvoidanceUpdated

type: uint32:  1

description: Was avoidance updated in this frame?

CenterOfMassOverride

description: The center of mass override value, this value overrides the calculated COM and the COM offset value in the mesh is also ignored.

ChassisHeight

description: Chassis height used for drag force computation (cm)

ChassisWidth

description: Chassis width used for drag force computation (cm)

CurAsyncInput

type: FChaosVehicleAs...

CurAsyncType

type: EChaosAsyncVehi...

DebugDragMagnitude

description: Debug drag magnitude last applied.

DownforceCoefficient

description: DownforceCoefficient of the vehicle chassis - force pressing vehicle into ground at speed

DragArea

description: Drag area in Meters^2.

DragCoefficient

description: DragCoefficient of the vehicle chassis - force resisting forward motion at speed

HandbrakeInput

description: Handbrake output to physics system. Range 0...1.

HandbrakeInputRate

description: Rate at which input handbrake can rise and fall.

IdleBrakeInput

description: How much to press the brake when the player has release throttle.

InertiaTensorScale

description: Scales the vehicle's inertia in each direction (forward, right, up)

Mass

description: Mass to set the vehicle chassis to.

MeshOnPhysicsStateChangeHandle

type: FDelegateHandle

description: Handle for delegate registered on mesh component

NetworkPhysicsComponent

type: TObjectPtr<UNe...

OutputsWaitingOn

type: TArray<FAsyncO...

OverrideController

type: TObjectPtr<ACo...

PitchInput

description: Body Pitch output to physics system. Range -1...1.

PitchInputRate

description: Rate at which input pitch can rise and fall.

PVehicleOutput

type: TUniquePtr<FPh...

RawBrakeInput

description: What the player has the brake set to. Range -1...1.

RawPitchInput

description: What the player has the pitch set to. Range -1...1.

RawRollInput

description: What the player has the roll set to. Range -1...1.

RawSteeringInput

description: What the player has the steering set to. Range -1...1.

RawThrottleInput

description: What the player has the accelerator set to. Range -1...1.

RawYawInput

description: What the player has the yaw set to. Range -1...1.

ReplicatedState

type: FVehicleReplica...

description: Replicated state of vehicle

RollInput

description: Body Roll output to physics system. Range -1...1.

RollInputRate

description: Rate at which input roll can rise and fall.

SleepSlopeLimit

description: Option to apply some aggressive sleep logic if slopes up Z is less than this value, i.e value =Cos(SlopeAngle)so 0.866 will sleep up to 30 degree slopes

SleepThreshold

description: Option to apply some aggressive sleep logic, larger number is more agressive, 0 disables

StabilizeControl

type: FVehicleStabili...

description: Arcade style control of vehicle

SteeringInput

description: Steering output to physics system. Range -1...1.

SteeringInputRate

description: Rate at which input steering can rise and fall.

StopThreshold

description: Auto-brake when absolute vehicle forward speed is less than this (cm/s)

TargetRotationControl

type: FVehicleTargetR...

description: Arcade style direct control of vehicle rotation via torque force

ThrottleInput

description: Accelerator output to physics system. Range 0...1.

ThrottleInputRate

description: Rate at which input throttle can rise and fall.

Thrusters

description: Optional thruster setup, use one or more as your main engine or as supplementary booster

TorqueControl

type: FVehicleTorqueC...

VehicleSetupTag

description: Used to recreate the physics if the blueprint changes.

VehicleSimulationPT

type: TUniquePtr<UCh...

VehicleState

type: FVehicleState

WrongDirectionThreshold

description: Auto-brake when vehicle forward speed is opposite of player input by at least this much (cm/s)

YawInput

description: Body Yaw output to physics system. Range -1...1.

YawInputRate

description: Rate at which input yaw can rise and fall.


description: Add a force to this vehicle

code: void AddForce ( const FVector & Force, bool bAllowSubstepping, bool bAccelChange )


description: Add a force at a particular position (world space when bIsLocalForce = false, body space otherwise)

code: void AddForceAtPosition ( const FVector & Force, const FVector & Position, bool bAllowSubstepping, bool bIsLocalForce )


description: Add an impulse to this vehicle

code: void AddImpulse ( const FVector & Impulse, bool bVelChange )


description: Add a torque to this vehicle

code: void AddTorqueInRadians ( const FVector & Torque, bool bAllowSubstepping, bool bAccelChange )


description: Add an impulse to this vehicle and a particular world position

code: void AddImpulseAtPosition ( const FVector & Impulse, const FVector & Position )


description: UChaosVehicleMovementComponent

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


description: Apply Aerofoil forces to vehicle body

code: virtual void ApplyAerofoilForces ( float DeltaTime )


description: Apply the defered forces onto the vehicles

code: virtual void ApplyDeferredForces ( [Chaos::FRigidBodyHandle_Internal](API\Runtime\Chaos\PhysicsProxy\FRigidBodyHandle_Internal) * Handle )


description: Pass control Input to the vehicle systems

code: virtual void ApplyInput ( const [FControlInputs](API\Plugins\ChaosVehicles\FControlInputs) & ControlInputs, float DeltaTime )


description: Apply Thruster forces to vehicle body

code: virtual void ApplyThrustForces ( float DeltaTime )


description: Are enough vehicle systems specified such that physics vehicle simulation is possible

code: virtual bool CanSimulate() const


description: Apply direct control over vehicle body rotation

code: virtual void ApplyTorqueControl ( float DeltaTime, const [FChaosVehicleAsyncInput](API\Plugins\ChaosVehicles\FChaosVehicleAsyncInput) & InputData )


description: Draw debug text for the wheels and suspension

code: virtual void DrawDebug3D()


description: Apply aerodynamic forces to vehicle body

code: virtual void ApplyAerodynamics ( float DeltaTime )


description: Fill the vehicle output state

code: virtual void FillOutputState ( [FChaosVehicleAsyncOutput](API\Plugins\ChaosVehicles\FChaosVehicleAsyncOutput) & Output )


code: virtual void Init ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [Chaos::FSimpleWheeledVehicle](API\Runtime\ChaosVehiclesCore\FSimpleWheeledVehicle) > & PVehicleIn )


description: Reinitialize the physics suspension at runtime

code: void InitializeSuspension ( int WheelIndex, const [Chaos::FSimpleSuspensionConfig](API\Runtime\ChaosVehiclesCore\FSimpleSuspensionConfig) * InSuspensionSetup )


description: Reinitialize a wheel at runtime

code: void InitializeWheel ( int WheelIndex, const [Chaos::FSimpleWheelConfig](API\Runtime\ChaosVehiclesCore\FSimpleWheelConfig) * InWheelSetup )


description: Update the async inputs and the history ones

code: void SyncHistoryInputs ( const [FChaosVehicleAsyncInput](API\Plugins\ChaosVehicles\FChaosVehicleAsyncInput) & InputData, [Chaos::FRigidBodyHandle_Internal](API\Runtime\Chaos\PhysicsProxy\FRigidBodyHandle_Internal) * Handle )


description: UChaosVehicleSimulation

code: virtual void TickVehicle ( [UWorld](API\Runtime\Engine\Engine\UWorld) * WorldIn, float DeltaTime, const [FChaosVehicleAsyncInput](API\Plugins\ChaosVehicles\FChaosVehicleAsyncInput) & InputData, [FChaosVehicleAsyncOutput](API\Plugins\ChaosVehicles\FChaosVehicleAsyncOutput) & OutputData, [Chaos::FRigidBodyHandle_Internal](API\Runtime\Chaos\PhysicsProxy\FRigidBodyHandle_Internal) * Handle )


code: virtual void UpdateConstraintHandles ( [TArray](API\Runtime\Core\Containers\TArray)< FPhysicsConstraintHandle > & ConstraintHandlesIn )


description: Advance the vehicle simulation

code: virtual void UpdateSimulation ( float DeltaTime, const [FChaosVehicleAsyncInput](API\Plugins\ChaosVehicles\FChaosVehicleAsyncInput) & InputData, [Chaos::FRigidBodyHandle_Internal](API\Runtime\Chaos\PhysicsProxy\FRigidBodyHandle_Internal) * Handle )


description: Update the vehicle state

code: virtual void UpdateState ( float DeltaTime, const [FChaosVehicleAsyncInput](API\Plugins\ChaosVehicles\FChaosVehicleAsyncInput) & InputData, [Chaos::FRigidBodyHandle_Internal](API\Runtime\Chaos\PhysicsProxy\FRigidBodyHandle_Internal) * Handle )


code: virtual ~UChaosVehicleSimulation()


className: UChaosVehicleSimulation

code: class UChaosVehicleSimulation

DeferredForces

type: FDeferredForces

PVehicle

type: TUniquePtr<Cha...

description: #todo: this isn't very configurable

RigidHandle

description: Physics Thread Representation of chassis rigid body.

VehicleInputs

type: FControlInputs

description: Current control inputs that is being used on the PT

World

type: UWorld*


description: Get contact surface material


description: Get the wheel's location in physics land

code: FVector GetPhysicsLocation()


code: const [Chaos::FSimpleWheelConfig](API\Runtime\ChaosVehiclesCore\FSimpleWheelConfig) & GetPhysicsWheelConfig()


description: Get the Axle setup we were created from


description: Initialize this wheel instance

code: virtual void Init ( class [UChaosWheeledVehicleMovementComponent](API\Plugins\ChaosVehicles\UChaosWheeledVehicleMovementComp-) * InVehicleSim, int32 InWheelIndex )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|WheeledVehicleMovement") bool IsInAir() const


description: Respond to a property change in editor

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


description: Notify this wheel it will be removed from the scene

code: virtual void Shutdown()


description: Tick this class when the vehicle ticks

code: virtual void Tick ( float DeltaTime )


className: UChaosVehicleWheel

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Blueprintable) class UChaosVehicleWheel : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AxleType

type: EAxleType

description: If left undefined then the bAffectedByEngine value is used, if defined then bAffectedByEngine is ignored and the differential setup on the vehicle defines which wheels get power from the engine

bABSEnabled

type: bool

description: Advanced Braking System Enabled

bAffectedByBrake

description: Whether brake should affect this wheel

bAffectedByEngine

description: Whether engine should power this wheel

bAffectedByHandbrake

description: Whether handbrake should affect this wheel

bAffectedBySteering

description: Whether steering should affect this wheel

bTractionControlEnabled

description: Straight Line Traction Control Enabled

CollisionMesh

type: TObjectPtr< cla...

description: Static mesh with collision setup for wheel, will be used to create wheel shape (if empty, sphere will be added as wheel shape, check bDontCreateShape flag)

CorneringStiffness

type: float

description: Tyre Cornering Ability

DebugLatForce

description: Lateral force the wheel is applying to the chassis.

DebugLatSlip

description: Lateral slip experienced by the wheel.

DebugLongForce

description: Longitudinal force the wheel is applying to the chassis.

DebugLongSlip

description: Longitudinal slip experienced by the wheel.

DebugNormalizedTireLoad

description: How much force the tire experiences at rest divided by how much force it is experiencing now.

DebugTireLoad

description: How much force the tire is experiencing now.

DebugWheelTorque

description: Wheel torque.

ExternalTorqueCombineMethod

type: ETorqueCombineM...

description: Determines how the SetDriveTorque/SetBrakeTorque inputs are combined with the internal torques

FrictionForceMultiplier

description: Friction Force Multiplier

LateralSlipGraph

type: FRuntimeFloatCu...

Location

type: FVector

description: Worldspace location of this wheel.

MaxBrakeTorque

description: Max brake torque for this wheel (Nm)

MaxHandBrakeTorque

description: Max handbrake brake torque for this wheel (Nm).

MaxSteerAngle

description: Steer angle in degrees for this wheel

MaxWheelspinRotation

description: Max Wheelspin rotation rad/sec

ObjectInitializer

type: constFObjectIn...

Offset

description: If BoneName is specified, offset the wheel from the bone's location.

OldLocation

description: Worldspace location of this wheel last frame.

RollbarScaling

description: Anti-roll effect

SideSlipModifier

description: Wheel Lateral Skid Grip Loss, lower number less grip on skid

SkidThreshold

description: Wheel Lateral Skid Threshold

SlipThreshold

description: Wheel Longitudinal Slip Threshold

SpringPreload

description: Spring Preload (N/m)

SpringRate

description: Spring Force (N/m)

SuspensionAxis

description: Local body direction in which where suspension forces are applied (typically along -Z-axis)

SuspensionDampingRatio

description: Suspension damping, larger value causes the suspension to come to rest faster [range 0 to 1]

SuspensionForceOffset

description: Vertical offset from where suspension forces are applied (along Z-axis)

SuspensionMaxDrop

description: How far the wheel can drop below the resting position

SuspensionMaxRaise

description: How far the wheel can go above the resting position

SuspensionSmoothing

type: int

description: Smooth suspension [0-off, 10-max] - Warning might cause momentary visual inter-penetration of the wheel against objects/terrain

SweepShape

type: ESweepShape

description: Wheel suspension trace type, defaults to ray trace

SweepType

type: ESweepType

description: Whether wheel suspension considers simple, complex

VehicleComponent

description: The vehicle that owns us

Velocity

description: Current velocity of the wheel center (change in location over time)

WheelIndex

description: Our index in the vehicle's (and setup's) wheels array.

WheelLoadRatio

description: Amount wheel load effects wheel friction.

WheelMass

description: Mass of the wheel Kg

WheelRadius

description: Radius of the wheel

WheelWidth

description: Width of the wheel


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Vehicles") static void BreakWheeledSnapshot ( const struct [FWheeledSnaphotData](API\Plugins\ChaosVehicles\FWheeledSnaphotData) & Snapshot, FTransform & Transform, FVector & LinearVelocity, FVector & AngularVelocity, int & SelectedGear, float & EngineRPM, [TArray](API\Runtime\Core\Containers\TArray)< [FWheelSnapshot](API\Plugins\ChaosVehicles\FWheelSnapshot) > & WheelSnapshots )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Vehicles") static void BreakWheelSnapshot ( const struct [FWheelSnapshot](API\Plugins\ChaosVehicles\FWheelSnapshot) & Snapshot, float & SuspensionOffset, float & WheelRotationAngle, float & SteeringAngle, float & WheelRadius, float & WheelAngularVelocity )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Vehicles") static void BreakWheelStatus ( const struct [FWheelStatus](API\Plugins\ChaosVehicles\FWheelStatus) & Status, bool & bInContact, FVector & ContactPoint, [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) *& PhysMaterial, float & NormalizedSuspensionLength, float & SpringForce, float & SlipAngle, bool & bIsSlipping, float & SlipMagnitude, bool & bIsSkidding, float & SkidMagnitude, FVector & SkidNormal, float & DriveTorque, float & BrakeTorque, bool & bABSActivated )


description: Are the configuration references configured sufficiently that the vehicle can be created

code: virtual bool CanCreateVehicle() const


description: Re-Compute any runtime constants values that rely on setup data

code: virtual void ComputeConstants()


description: Create and setup the Chaos vehicle

code: virtual void CreateVehicle()


description: Instantiate and setup our wheel objects

code: virtual void CreateWheels()


className: DebugPage

code: static [EDebugPages](API\Plugins\ChaosVehicles\EDebugPages) DebugPage = EDebugPages::BasicPage;


description: Release our wheel objects

code: virtual void DestroyWheels()


description: Draw 2D debug text graphs on UI for the wheels, suspension and other systems

code: virtual void DrawDebug ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, float & YL, float & YPos )


description: Enable or completely bypass the ProcessMechanicalSimulation call

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void EnableMechanicalSim ( bool InState )


description: Enable or completely bypass the ApplySuspensionForces call

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void EnableSuspension ( bool InState )


description: Enable or completely bypass the ApplyWheelFrictionForces call

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void EnableWheelFriction ( bool InState )


description: Update.

code: void FillWheelOutputState()


description: Skeletal mesh needs some special handling in the vehicle case

code: virtual void FixupSkeletalMesh()


description: Get current engine's max rotation speed


description: Get current engine's rotation speed


code: [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * GetPhysMaterial ( int WheelIndex )


description: Grab a snapshot of the vehicle instance dynamic state


code: virtual float GetSuspensionOffset ( int WheelIndex )


description: Get distances between wheels - primarily a debug display helper

code: const FVector2D & GetWheelLayoutDimensions() const


description: Get the local position of the wheel at rest

code: virtual FVector GetWheelRestingPosition ( const [FChaosWheelSetup](API\Plugins\ChaosVehicles\FChaosWheelSetup) & WheelSetup )


description: Get a wheels current simulation state

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") const [FWheelStatus](API\Plugins\ChaosVehicles\FWheelStatus) & GetWheelState ( int WheelIndex ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Vehicles") static [FWheeledSnaphotData](API\Plugins\ChaosVehicles\FWheeledSnaphotData) MakeWheeledSnapshot ( FTransform Transform, FVector LinearVelocity, FVector AngularVelocity, int SelectedGear, float EngineRPM, const [TArray](API\Runtime\Core\Containers\TArray)< [FWheelSnapshot](API\Plugins\ChaosVehicles\FWheelSnapshot) > & WheelSnapshots )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Vehicles") static [FWheelSnapshot](API\Plugins\ChaosVehicles\FWheelSnapshot) MakeWheelSnapshot ( float SuspensionOffset, float WheelRotationAngle, float SteeringAngle, float WheelRadius, float WheelAngularVelocity )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Vehicles") static [FWheelStatus](API\Plugins\ChaosVehicles\FWheelStatus) MakeWheelStatus ( bool bInContact, FVector & ContactPoint, [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * PhysMaterial, float NormalizedSuspensionLength, float SpringForce, float SlipAngle, bool bIsSlipping, float SlipMagnitude, bool bIsSkidding, float SkidMagnitude, FVector & SkidNormal, float DriveTorque, float BrakeTorque, bool bABSActivated )


description: Display next debug page

code: static void NextDebugPage()


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

code: virtual void OnCreatePhysicsState()


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

code: virtual void OnDestroyPhysicsState()


description: Get output data from Physics Thread.

code: virtual void ParallelUpdate ( float DeltaSeconds )


description: EndUObjectinterface Respond to a property change in editor

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


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

code: virtual void PostLoad()


description: Display previous debug page

code: static void PrevDebugPage()


description: MapsUChaosVehicleWheelAxle to a wheel index

code: void RecalculateAxles()


code: virtual void ResetVehicleState()


description: Get Collision ResponseToChannels container for this component

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void SetABSEnabled ( int WheelIndex, bool Enabled )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void SetAffectedByBrake ( int WheelIndex, bool Enabled )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void SetAffectedByEngine ( int WheelIndex, bool Enabled )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void SetAffectedBySteering ( int WheelIndex, bool Enabled )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void SetAffectedByHandbrake ( int WheelIndex, bool Enabled )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void SetBrakeTorque ( float BrakeTorque, int32 WheelIndex )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void SetDifferentialFrontRearSplit ( float FrontRearSlpit )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void SetDownforceCoefficient ( float DownforceCoeff )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void SetDragCoefficient ( float DragCoeff )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void SetDriveTorque ( float DriveTorque, int32 WheelIndex )


description: Change handling via blueprint at runtime

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void SetMaxEngineTorque ( float Torque )


description: Set snapshot of vehicle instance dynamic state

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") virtual void SetSnapshot ( const [FWheeledSnaphotData](API\Plugins\ChaosVehicles\FWheeledSnaphotData) & SnapshotIn )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void SetSuspensionParams ( float Rate, float Damping, float Preload, float MaxRaise, float MaxDrop, int32 WheelIndex )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void SetTractionControlEnabled ( int WheelIndex, bool Enabled )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void SetTorqueCombineMethod ( [ETorqueCombineMethod](API\Plugins\ChaosVehicles\ETorqueCombineMethod) InCombineMethod, int32 WheelIndex )


description: Setup calculated suspension parameters

code: void SetupSuspension ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [Chaos::FSimpleWheeledVehicle](API\Runtime\ChaosVehiclesCore\FSimpleWheeledVehicle) > & PVehicle )


description: Allocate and setup the Chaos vehicle

code: virtual void SetupVehicle ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [Chaos::FSimpleWheeledVehicle](API\Runtime\ChaosVehiclesCore\FSimpleWheeledVehicle) > & PVehicle )


description: Set up the chassis and wheel shapes

code: virtual void SetupVehicleShapes()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void SetWheelClass ( int WheelIndex, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UChaosVehicleWheel](API\Plugins\ChaosVehicles\UChaosVehicleWheel) > InWheelClass )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void SetWheelFrictionMultiplier ( int WheelIndex, float Friction )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void SetWheelHandbrakeTorque ( int WheelIndex, float Torque )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void SetWheelMaxBrakeTorque ( int WheelIndex, float Torque )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void SetWheelMaxSteerAngle ( int WheelIndex, float AngleDegrees )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void SetWheelRadius ( int WheelIndex, float Radius )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Game|Components|ChaosWheeledVehicleMovement") void SetWheelSlipGraphMultiplier ( int WheelIndex, float Multiplier )


description: Set all channels to the specified response - for wheel raycasts

code: void SetWheelTraceAllChannels ( ECollisionResponse NewResponse )


description: Set the response of this body to the supplied settings - for wheel raycasts

code: void SetWheelTraceResponseToChannel ( ECollisionChannel Channel, ECollisionResponse NewResponse )


description: Fill Async input state

code: virtual void Update ( float DeltaTime )


description: UChaosWheeledVehicleMovementComponent

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


className: UChaosWheeledVehicleMovementComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(Physics), Meta=(BlueprintSpawnableComponent), HideCategories=(PlanarMovement, "Components|Movement|Planar", Activation, "Components|Activation")) class UChaosWheeledVehicleMovementComponent : public [UChaosVehicleMovementComponent](API\Plugins\ChaosVehicles\UChaosVehicleMovementComponent)

DifferentialSetup

type: FVehicleDiffere...

description: Differential

EngineSetup

type: FVehicleEngineC...

description: Engine

SteeringSetup

type: FVehicleSteerin...

description: Transmission data

TransmissionSetup

type: FVehicleTransmi...

description: Transmission data

Wheels

type: TArray<TObject...

description: Our instanced wheels.

WheelSetups

type: TArray<FChaosW...

description: Wheels to create

WheelTraceCollisionResponses

type: FCollisionRespo...


description: Pass control Input to the vehicle systems

code: virtual void ApplyInput ( const [FControlInputs](API\Plugins\ChaosVehicles\FControlInputs) & ControlInputs, float DeltaTime )


description: Calculate and apply chassis suspension forces

code: virtual void ApplySuspensionForces ( float DeltaTime, [TArray](API\Runtime\Core\Containers\TArray)< [FWheelTraceParams](API\Plugins\ChaosVehicles\FWheelTraceParams) > & WheelTraceParams )


description: Calculate and apply lateral and longitudinal friction forces from wheels

code: virtual void ApplyWheelFrictionForces ( float DeltaTime )


description: UChaosWheeledVehicleSimulation

code: virtual bool CanSimulate() const


code: bool ContainsTraces ( const FBox & Box, const [TArray](API\Runtime\Core\Containers\TArray)< struct [Chaos::FSuspensionTrace](API\Runtime\ChaosVehiclesCore\FSuspensionTrace) > & SuspensionTrace )


description: Draw 3D debug lines and things along side the 3D model

code: virtual void DrawDebug3D()


description: Fill the vehicle output state

code: virtual void FillOutputState ( [FChaosVehicleAsyncOutput](API\Plugins\ChaosVehicles\FChaosVehicleAsyncOutput) & Output )


code: virtual void Init ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [Chaos::FSimpleWheeledVehicle](API\Runtime\ChaosVehiclesCore\FSimpleWheeledVehicle) > & PVehicleIn )


code: bool IsWheelSpinning() const


description: Perform suspension ray/shape traces

code: virtual void PerformSuspensionTraces ( const [TArray](API\Runtime\Core\Containers\TArray)< [Chaos::FSuspensionTrace](API\Runtime\ChaosVehiclesCore\FSuspensionTrace) > & SuspensionTrace, [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & TraceParams, [FCollisionResponseContainer](API\Runtime\Engine\Engine\FCollisionResponseContainer) & CollisionResponse, [TArray](API\Runtime\Core\Containers\TArray)< [FWheelTraceParams](API\Plugins\ChaosVehicles\FWheelTraceParams) > & WheelTraceParams )


description: Update the engine/transmission simulation

code: virtual void ProcessMechanicalSimulation ( float DeltaTime )


description: Process steering mechanism

code: virtual void ProcessSteering ( const [FControlInputs](API\Plugins\ChaosVehicles\FControlInputs) & ControlInputs )


code: virtual void UpdateConstraintHandles ( [TArray](API\Runtime\Core\Containers\TArray)< FPhysicsConstraintHandle > & ConstraintHandlesIn )


description: UChaosVehicleSimulation

code: virtual void TickVehicle ( [UWorld](API\Runtime\Engine\Engine\UWorld) * WorldIn, float DeltaTime, const [FChaosVehicleAsyncInput](API\Plugins\ChaosVehicles\FChaosVehicleAsyncInput) & InputData, [FChaosVehicleAsyncOutput](API\Plugins\ChaosVehicles\FChaosVehicleAsyncOutput) & OutputData, [Chaos::FRigidBodyHandle_Internal](API\Runtime\Chaos\PhysicsProxy\FRigidBodyHandle_Internal) * Handle )


description: Advance the vehicle simulation

code: virtual void UpdateSimulation ( float DeltaTime, const [FChaosVehicleAsyncInput](API\Plugins\ChaosVehicles\FChaosVehicleAsyncInput) & InputData, [Chaos::FRigidBodyHandle_Internal](API\Runtime\Chaos\PhysicsProxy\FRigidBodyHandle_Internal) * Handle )


description: Update the vehicle state

code: virtual void UpdateState ( float DeltaTime, const [FChaosVehicleAsyncInput](API\Plugins\ChaosVehicles\FChaosVehicleAsyncInput) & InputData, [Chaos::FRigidBodyHandle_Internal](API\Runtime\Chaos\PhysicsProxy\FRigidBodyHandle_Internal) * Handle )


code: UChaosWheeledVehicleSimulation()


className: UChaosWheeledVehicleSimulation

code: class UChaosWheeledVehicleSimulation : public [UChaosVehicleSimulation](API\Plugins\ChaosVehicles\UChaosVehicleSimulation)

bOverlapHit

type: bool

ConstraintHandles

type: TArray< FPhysic...

description: Cached state that holds wheel data for this frame

OverlapResults

type: TArray<FOverla...

description: Cache trace overlap query

QueryBox

type: FBox

WheelState

type: FWheelState


description: Makes a montage jump to the end of a named section.


code: const [UChaosWheeledVehicleMovementComponent](API\Plugins\ChaosVehicles\UChaosWheeledVehicleMovementComp-) * GetWheeledVehicleComponent() const


code: void SetWheeledVehicleComponent ( const [UChaosWheeledVehicleMovementComponent](API\Plugins\ChaosVehicles\UChaosWheeledVehicleMovementComp-) * InWheeledVehicleComponent )


className: UVehicleAnimationInstance

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient) class UVehicleAnimationInstance : public [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance)

WheelData

type: TArray<TArray<...


description: Generates a menu section for the specified objects.

module: ChaosVehiclesEditor

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


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

code: virtual uint32 GetCategories()


description: IAssetTypeActionsImplementation.

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


description: Get the supported class of this type.

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


description: Returns the color associated with this type

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


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

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


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

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


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


className: FChaosVehiclesCommands

description: The public interface to this module

code: class FChaosVehiclesCommands


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

code: static [IChaosVehiclesEditorPlugin](API\Plugins\ChaosVehiclesEditor\IChaosVehiclesEditorPlugin) & Get()


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

code: static bool IsAvailable()


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

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: IChaosVehiclesEditorPlugin

description: The public interface to this module

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


description: Returns the short descriptive name of the controller.

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


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


code: virtual const [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase) * GetNode() const


description: Gets the tooltip to display when over the node

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


code: virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const


description: Validate if this is within VehicleAnimInstance

code: virtual void ValidateAnimNodePostCompile ( class [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog, class [UAnimBlueprintGeneratedClass](API\Runtime\Engine\Animation\UAnimBlueprintGeneratedClass) * CompiledClass, int32 CompiledNodeIndex )


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


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Meta=(Keywords="Modify Wheel Vehicle")) class UAnimGraphNode_StageCoachWheelController : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)


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


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Meta=(Keywords="Modify Wheel Vehicle")) class UAnimGraphNode_WheelController : public [UAnimGraphNode_SkeletalControlBase](API\Editor\AnimGraph\UAnimGraphNode_SkeletalControlBa-)


className: ICharacterAIModuleInterface

module: CharacterAI

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


className: EContextObjectDirection

module: Chooser

code: enum EContextObjectDirection { Read, Write, ReadWrite, }


className: EObjectChooserResultType

code: enum EObjectChooserResultType { ObjectResult, ClassResult, }


code: virtual void DeleteRows ( const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & RowIndices )


code: virtual void Filter ( [FChooserEvaluationContext](API\Plugins\Chooser\FChooserEvaluationContext) & Context, const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & IndexListIn, [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & IndexListOut ) const


code: virtual bool EditorTestFilter ( int32 RowIndex ) const


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


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


code: virtual [FChooserParameterBase](API\Plugins\Chooser\FChooserParameterBase) * GetInputValue()


description: Random columns must go last, and get a special icon using a virtual fucntion to identify them (rather than hard coding a specific type) to potentially support multiple varieties of randomization column.

code: virtual bool IsRandomizeColumn() const


code: virtual void MoveRow ( int SourceIndex, int TargetIndex )


code: virtual void SetInputType ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * Type )


code: virtual void SetNumRows ( int32 NumRows )


code: virtual void SetOutputs ( [FChooserEvaluationContext](API\Plugins\Chooser\FChooserEvaluationContext) & Context, int RowIndex ) const


className: FChooserDebuggingInfo

code: struct FChooserDebuggingInfo


className: FChooserEnumPropertyBinding

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FChooserEnumPropertyBinding : public [FChooserPropertyBinding](API\Plugins\Chooser\FChooserPropertyBinding)

Enum

type: TObjectPtr< con...


className: FChooserEvaluationContext

DebuggingInfo

type: FChooserDebuggi...

Params

type: TArray<FInstan...


className: FChooserEvaluationInputObject

Object

type: TObjectPtr<UOb...


className: FChooserObjectPropertyBinding

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FChooserObjectPropertyBinding : public [FChooserPropertyBinding](API\Plugins\Chooser\FChooserPropertyBinding)

AllowedClass

type: TObjectPtr<UCl...


className: FChooserOutputObjectTypeChanged

code: typedef TMulticastDelegate_OneParam< void, const [UClass](API\Runtime\CoreUObject\UObject\UClass) *OutputObjectType > FChooserOutputObjectTypeChanged


code: virtual void GetDisplayName ( [FText](API\Runtime\Core\Internationalization\FText) & OutName ) const


code: virtual bool GetValue ( [FChooserEvaluationContext](API\Plugins\Chooser\FChooserEvaluationContext) & Context, bool & OutResult ) const


code: virtual bool SetValue ( [FChooserEvaluationContext](API\Plugins\Chooser\FChooserEvaluationContext) & Context, bool InValue ) const


className: FChooserParameterBoolBase

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FChooserParameterBoolBase : public [FChooserParameterBase](API\Plugins\Chooser\FChooserParameterBase)


code: virtual const [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * GetEnum() const


code: virtual bool GetValue ( [FChooserEvaluationContext](API\Plugins\Chooser\FChooserEvaluationContext) & Context, uint8 & OutResult ) const


code: virtual bool SetValue ( [FChooserEvaluationContext](API\Plugins\Chooser\FChooserEvaluationContext) & Context, uint8 InValue ) const


className: FChooserParameterEnumBase

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FChooserParameterEnumBase : public [FChooserParameterBase](API\Plugins\Chooser\FChooserParameterBase)


code: virtual bool GetValue ( [FChooserEvaluationContext](API\Plugins\Chooser\FChooserEvaluationContext) & Context, double & OutResult ) const


code: virtual bool SetValue ( [FChooserEvaluationContext](API\Plugins\Chooser\FChooserEvaluationContext) & Context, double InValue ) const


className: FChooserParameterFloatBase

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FChooserParameterFloatBase : public [FChooserParameterBase](API\Plugins\Chooser\FChooserParameterBase)


code: virtual bool GetValue ( [FChooserEvaluationContext](API\Plugins\Chooser\FChooserEvaluationContext) & Context, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) *& OutResult ) const


className: FChooserParameterGameplayTagBase

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FChooserParameterGameplayTagBase : public [FChooserParameterBase](API\Plugins\Chooser\FChooserParameterBase)


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


code: virtual bool GetValue ( [FChooserEvaluationContext](API\Plugins\Chooser\FChooserEvaluationContext) & Context, [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & OutResult ) const


className: FChooserParameterObjectBase

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FChooserParameterObjectBase : public [FChooserParameterBase](API\Plugins\Chooser\FChooserParameterBase)


code: virtual bool GetValue ( [FChooserEvaluationContext](API\Plugins\Chooser\FChooserEvaluationContext) & Context, const [FChooserRandomizationContext](API\Plugins\Chooser\FChooserRandomizationContext) *& OutResult ) const


className: FChooserParameterRandomizeBase

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FChooserParameterRandomizeBase : public [FChooserParameterBase](API\Plugins\Chooser\FChooserParameterBase)


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


code: virtual bool SetValue ( [FChooserEvaluationContext](API\Plugins\Chooser\FChooserEvaluationContext) & Context, const [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & Value ) const


className: FChooserParameterStructBase

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FChooserParameterStructBase : public [FChooserParameterBase](API\Plugins\Chooser\FChooserParameterBase)


className: FChooserPropertyBinding

ContextIndex

type: int

DisplayName

type: FString

PropertyBindingChain

type: TArray<FName>


className: FChooserRandomizationContext

StateMap

type: TMap< const voi...


className: FChooserStructPropertyBinding

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FChooserStructPropertyBinding : public [FChooserPropertyBinding](API\Plugins\Chooser\FChooserPropertyBinding)

StructType

type: TObjectPtr<USc...


className: FContextClassChanged

code: typedef TMulticastDelegate_NoParams< void > FContextClassChanged


className: FContextObjectTypeBase

Direction

type: EContextObjectD...


className: FContextObjectTypeClass

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FContextObjectTypeClass : public [FContextObjectTypeBase](API\Plugins\Chooser\FContextObjectTypeBase)


className: FContextObjectTypeStruct

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FContextObjectTypeStruct : public [FContextObjectTypeBase](API\Plugins\Chooser\FContextObjectTypeBase)


code: virtual [EIteratorStatus](API\Plugins\Chooser\FObjectChooserBase\EIteratorStatus) ChooseMulti ( [FChooserEvaluationContext](API\Plugins\Chooser\FChooserEvaluationContext) & ContextData, [FObjectChooserIteratorCallback](API\Plugins\Chooser\FObjectChooserBase\FObjectChooserIteratorCallback) Callback ) const


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * ChooseObject ( [FChooserEvaluationContext](API\Plugins\Chooser\FChooserEvaluationContext) & Context ) const


className: EIteratorStatus

code: enum EIteratorStatus { Continue, ContinueWithOutputs, Stop, }


className: FObjectChooserIteratorCallback

code: typedef TBaseDelegate_OneParam< [EIteratorStatus](API\Plugins\Chooser\FObjectChooserBase\EIteratorStatus), [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FObjectChooserIteratorCallback


className: FRandomizationState

code: struct FRandomizationState


code: virtual void ConvertToInstancedStruct ( [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & OutInstancedStruct ) const


className: IChooserColumn

code: class IChooserColumn


className: IChooserParameterBool

code: class IChooserParameterBool


className: IChooserParameterEnum

code: class IChooserParameterEnum


className: IChooserParameterFloat

code: class IChooserParameterFloat


className: IChooserParameterGameplayTag

code: class IChooserParameterGameplayTag


code: virtual TConstArrayView< [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) > GetContextData() const


className: IHasContextClass

code: class IHasContextClass

OnContextClassChanged

type: FContextClassCh...


className: IObjectChooser

code: class IObjectChooser


className: UChooserColumn

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


description: Add an Object to a ChooserEvaluation context

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintThreadSafe, BlueprintInternalUseOnly="true")) static void AddChooserObjectInput ( [FChooserEvaluationContext](API\Plugins\Chooser\FChooserEvaluationContext) & Context, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Evaluate a chooser table and return the selectedUObject, or null

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(BlueprintThreadSafe, BlueprintInternalUseOnly="true", DeterminesOutputType="ObjectClass")) static [UObject](API\Runtime\CoreUObject\UObject\UObject) * EvaluateChooser ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject, const UChooserTable * ChooserTable, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > ObjectClass )


description: Add a Struct to a ChooserEvaluation context

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CustomThunk, Meta=(BlueprintThreadSafe, BlueprintInternalUseOnly="true", CustomStructureParam="Value")) static void AddChooserStructInput ( [FChooserEvaluationContext](API\Plugins\Chooser\FChooserEvaluationContext) & Context, int32 Value )


description: Evaluate a chooser table and return the list of all selected UObjects

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(BlueprintThreadSafe, BlueprintInternalUseOnly="true", DeterminesOutputType="ObjectClass")) static [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > EvaluateChooserMulti ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject, const UChooserTable * ChooserTable, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > ObjectClass )


description: Evaluate an ObjectChooserBase and return the selectedUObject, or null

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintThreadSafe, BlueprintInternalUseOnly="true", DeterminesOutputType="ObjectClass")) static [UObject](API\Runtime\CoreUObject\UObject\UObject) * EvaluateObjectChooserBase ( [FChooserEvaluationContext](API\Plugins\Chooser\FChooserEvaluationContext) & Context, const [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & ObjectChooser, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > ObjectClass, bool bResultIsClass )


description: Evaluate a chooser table and return all selected UObjects

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintThreadSafe, BlueprintInternalUseOnly="true", DeterminesOutputType="ObjectClass")) static [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > EvaluateObjectChooserBaseMulti ( [FChooserEvaluationContext](API\Plugins\Chooser\FChooserEvaluationContext) & Context, const [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & ObjectChooser, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > ObjectClass, bool bResultIsClass )


description: Get a Struct to a ChooserEvaluation context

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, CustomThunk, Meta=(BlueprintThreadSafe, BlueprintInternalUseOnly="true", CustomStructureParam="Value")) static void GetChooserStructOutput ( [FChooserEvaluationContext](API\Plugins\Chooser\FChooserEvaluationContext) & Context, int Index, int32 & Value )


description: Create an EvaluateChooser struct

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Animation", Meta=(BlueprintThreadSafe, BlueprintInternalUseOnly="true", NativeMakeFunc)) static [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) MakeEvaluateChooser ( UChooserTable * Chooser )


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


className: UChooserParameterBool

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


className: UChooserFunctionLibrary

description: Chooser Function Library

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UChooserFunctionLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


className: UChooserParameterEnum

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


className: UChooserParameterFloat

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


className: UChooserParameterGameplayTag

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


className: UHasContextClass

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


className: UObjectChooser

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


className: FChooserWidgetCreator

module: ChooserEditor

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >bool bReadOnly, [UObject](API\Runtime\CoreUObject\UObject\UObject) *TransactionObject, void *Value, [UClass](API\Runtime\CoreUObject\UObject\UClass) *ResultBaseClass, [FChooserWidgetValueChanged](API\Plugins\ChooserEditor\FChooserWidgetValueChanged))> FChooserWidgetCreator


className: FChooserWidgetValueChanged

code: typedef TBaseDelegate_NoParams< void > FChooserWidgetValueChanged


className: FColumnWidgetCreator

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >UChooserTable *Chooser, [FChooserColumnBase](API\Plugins\Chooser\FChooserColumnBase) *Column, int Row)> FColumnWidgetCreator


description: Checks if a class is allowed by this filter.

code: virtual bool IsClassAllowed ( const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & InInitOptions, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FClassViewerFilterFuncs](API\Editor\ClassViewer\FClassViewerFilterFuncs) > InFilterFuncs )


code: virtual bool IsUnloadedClassAllowed ( const [FClassViewerInitializationOptions](API\Editor\ClassViewer\FClassViewerInitializationOption-) & InInitOptions, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const class [IUnloadedBlueprintData](API\Editor\ClassViewer\IUnloadedBlueprintData) > InUnloadedClassData, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FClassViewerFilterFuncs](API\Editor\ClassViewer\FClassViewerFilterFuncs) > InFilterFuncs )


code: FInterfaceClassFilter ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InInterfaceType )


className: FInterfaceClassFilter

code: class FInterfaceClassFilter : public [IClassViewerFilter](API\Editor\ClassViewer\IClassViewerFilter)


code: virtual ~FInterfaceClassFilter()


className: ChooserWidgetCreators

code: static [TMap](API\Runtime\Core\Containers\TMap)< const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) *, [FChooserWidgetCreator](API\Plugins\ChooserEditor\FChooserWidgetCreator) > ChooserWidgetCreators;


className: ColumnWidgetCreators

code: static [TMap](API\Runtime\Core\Containers\TMap)< const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) *, [FColumnWidgetCreator](API\Plugins\ChooserEditor\FColumnWidgetCreator) > ColumnWidgetCreators;


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateColumnWidget ( [FChooserColumnBase](API\Plugins\Chooser\FChooserColumnBase) * Column, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * ColumnType, UChooserTable * Chooser, int Row )


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateWidget ( bool ReadOnly, [UObject](API\Runtime\CoreUObject\UObject\UObject) * TransactionObject, void * Value, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * ValueType, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ResultBaseClass, [FChooserWidgetValueChanged](API\Plugins\ChooserEditor\FChooserWidgetValueChanged) ValueChanged )


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateWidget ( bool ReadOnly, [UObject](API\Runtime\CoreUObject\UObject\UObject) * TransactionObject, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * BaseType, void * Value, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * ValueType, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ResultBaseClass, const FOnStructPicked & CreateClassCallback, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SBorder](API\Runtime\Slate\Widgets\Layout\SBorder) > * InnerWidget, [FChooserWidgetValueChanged](API\Plugins\ChooserEditor\FChooserWidgetValueChanged) ValueChanged )


code: static void RegisterColumnWidgetCreator ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * ColumnType, [FColumnWidgetCreator](API\Plugins\ChooserEditor\FColumnWidgetCreator) Creator )


code: static void RegisterWidgetCreator ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Type, [FChooserWidgetCreator](API\Plugins\ChooserEditor\FChooserWidgetCreator) Creator )


code: static void RegisterWidgets()


className: FObjectChooserWidgetFactories

code: class FObjectChooserWidgetFactories


description: Checks if a struct is allowed by this filter.

code: virtual bool IsUnloadedStructAllowed ( const [FStructViewerInitializationOptions](API\Editor\StructViewer\FStructViewerInitializationOptio-) & InInitOptions, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InStructPath, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FStructViewerFilterFuncs](API\Editor\StructViewer\FStructViewerFilterFuncs) > InFilterFuncs )


code: FStructFilter ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InBaseType )


className: FStructFilter

code: class FStructFilter : public [IStructViewerFilter](API\Editor\StructViewer\IStructViewerFilter)


code: void Construct ( const [FArguments](API\Plugins\ChooserEditor\SPropertyAccessChainWidget\FArguments) & InArgs )


code: WidgetArgsType & AllowFunctions &40; bool InArg &41;


code: WidgetArgsType & BindingColor &40; FString InArg &41;


code: WidgetArgsType & ContextClassOwner &40; IHasContextClass &42; InArg &41;


code: WidgetArgsType & OnAddBinding &40; const FOnAddBinding & InDelegate &41;


code: WidgetArgsType & PropertyBindingValue &40; const TAttribute< const FChooserPropertyBinding &42; > & InAttribute &41;


code: WidgetArgsType & TypeFilter &40; FString InArg &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


code: virtual ~SPropertyAccessChainWidget()


code: virtual bool IsStructAllowed ( const [FStructViewerInitializationOptions](API\Editor\StructViewer\FStructViewerInitializationOptio-) & InInitOptions, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InStruct, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FStructViewerFilterFuncs](API\Editor\StructViewer\FStructViewerFilterFuncs) > InFilterFuncs )


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SPropertyAccessChainWidget >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: SPropertyAccessChainWidget

description: Wrapper widget for Property access widget, which can update when the target Class changes.

code: class SPropertyAccessChainWidget : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


description: Snapshot stats and enter into loading screen mode (pauses all background downloads). Fires callback when all non-background downloads have completed. If no downloads/mounts are currently queued by the end of the frame, callback will fire next frame.

module: ChunkDownloader

code: void BeginLoadingMode ( const [FCallback](API\Plugins\ChunkDownloader\FChunkDownloader\FCallback) & Callback )


code: static bool CheckFileSha1Hash ( const [FString](API\Runtime\Core\Containers\FString) & FullPathOnDisk, const [FString](API\Runtime\Core\Containers\FString) & Sha1HashStr )


description: Chunk status as logable string

code: static const TCHAR * ChunkStatusToString ( [EChunkStatus](API\Plugins\ChunkDownloader\FChunkDownloader\EChunkStatus) Status )


description: Download all pak files in the chunk, but don't mount. Callback is fired when all paks have finished caching (whether success or failure). Downloads will retry forever, but might fail due to space issues.

code: void DownloadChunk ( int32 ChunkId, const [FCallback](API\Plugins\ChunkDownloader\FChunkDownloader\FCallback) & Callback, int32 Priority )


description: Download (Cache) all pak files in these chunks then fire the callback (convenience wrapper managing multiple DownloadChunk calls)

code: void DownloadChunks ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & ChunkIds, const [FCallback](API\Plugins\ChunkDownloader\FChunkDownloader\FCallback) & Callback, int32 Priority )


code: static void DumpLoadedChunks()


className: EChunkStatus

code: enum EChunkStatus { Mounted, Cached, Downloading, Partial, Remote, Unknown, }


className: FCallback

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(boolbSuccess)> FCallback


description: Flush any cached files (on disk) that are not currently being downloaded to or mounting (does not unmount the corresponding pak files). this will include full and partial downloads, but not active downloads.

code: int FlushCache()


description: Unmount all chunks and cancel any downloads in progress (preserving partial downloads). Call only once, don't reuse this object, make a new one.

code: void Finalize()


className: FMountTask

code: typedef [FAsyncTask](API\Runtime\Core\Async\FAsyncTask)< [FPakMountWork](API\Plugins\ChunkDownloader\FChunkDownloader\FPakMountWork) > FMountTask


code: const FCallback & AddPending&40;&41;


code: int GetNumPending&40;&41; const


code: FMultiCallback &40; const FCallback & Callback &41;


className: FMultiCallback

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

code: class FMultiCallback


code: TStatId GetStatId&40;&41; const


className: FPakMountWork

code: class FPakMountWork : public [FNonAbandonableTask](API\Runtime\Core\Async\FNonAbandonableTask)

MountedPakFiles

type: TArray<TShared...

PostMountCallbacks

type: TArray<FCallba...


className: FStats

code: struct FStats

BytesDownloaded

description: Number of bytes downloaded

ChunksMounted

description: Number of chunks mounted (chunk is an ordered array of paks)

FilesDownloaded

description: Number of pak files downloaded

LastError

type: FText

LoadingStartTime

type: FDateTime

description: UTC time that loading began (for rate estimates)


description: Static getters

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FChunkDownloader](API\Plugins\ChunkDownloader\FChunkDownloader) > Get()


description: Static getters

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FChunkDownloader](API\Plugins\ChunkDownloader\FChunkDownloader) > GetChecked()


description: Get the current status of the specified chunk

code: [EChunkStatus](API\Plugins\ChunkDownloader\FChunkDownloader\EChunkStatus) GetChunkStatus ( int32 ChunkId ) const


description: Get the current content build ID

code: const [FString](API\Runtime\Core\Containers\FString) & GetContentBuildId() const


description: Get the most recent deployment name

code: const [FString](API\Runtime\Core\Containers\FString) & GetDeploymentName() const


description: Get the current loading stats (generally only useful if you're in loading mode see BeginLoadingMode)

code: const [FStats](API\Plugins\ChunkDownloader\FChunkDownloader\FStats) & GetLoadingStats() const


description: Get current number of download requests, so we know whether download is in progress. Downlading Requests will be removed from this array in it's FDownload::OnCompleted callback.

code: int32 GetNumDownloadRequests() const


description: Initialize the download manager (populates the list of cached pak files from disk). Call only once.

code: void Initialize ( const [FString](API\Runtime\Core\Containers\FString) & PlatformName, int32 TargetDownloadsInFlight )


description: Static getters

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FChunkDownloader](API\Plugins\ChunkDownloader\FChunkDownloader) > GetOrCreate()


description: Return a list of all chunk IDs in the current manifest

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


description: Try to load a cached build ID from disk (good to do before updating build so it can possibly no-op)

code: bool LoadCachedBuild ( const [FString](API\Runtime\Core\Containers\FString) & DeploymentName )


description: Download all pak files, then asynchronously mount them in order (in order among themselves, async with game thread).

code: void MountChunk ( int32 ChunkId, const [FCallback](API\Plugins\ChunkDownloader\FChunkDownloader\FCallback) & Callback )


description: Download and mount all chunks then fire the callback (convenience wrapper managing multiple MountChunk calls)

code: void MountChunks ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & ChunkIds, const [FCallback](API\Plugins\ChunkDownloader\FChunkDownloader\FCallback) & Callback )


description: Set the the content build id if the content build id has changed, we pull the new BuildManifest from CDN and load it. the client should compare ContentBuildId with its current embedded build id to determine if this content is even compatible BEFORE calling this function. e.g. ContentBuildId="v1.4.22-r23928293" we might consider BUILD_VERSION="1.4.1" compatible but BUILD_VERSION="1.3.223" incompatible (needing an update)

code: void UpdateBuild ( const [FString](API\Runtime\Core\Containers\FString) & DeploymentName, const [FString](API\Runtime\Core\Containers\FString) & ContentBuildId, const [FCallback](API\Plugins\ChunkDownloader\FChunkDownloader\FCallback) & Callback )