code: const [FDamageData](API\Runtime\Chaos\FGeometryCollectionResults\FDamageData) & GetDamages ( int32 TransformIndex ) const


module: Chaos

code: [FEntryIndex](API\Runtime\Chaos\FGeometryCollectionResults\FEntryIndex) GetEntryIndexByTransformIndex ( int32 TransformIndex ) const


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


code: const [FPositionData](API\Runtime\Chaos\FGeometryCollectionResults\FPositionData) & GetPositions ( [FEntryIndex](API\Runtime\Chaos\FGeometryCollectionResults\FEntryIndex) EntryIndex ) const


code: const [FStateData](API\Runtime\Chaos\FGeometryCollectionResults\FStateData) & GetState ( [FEntryIndex](API\Runtime\Chaos\FGeometryCollectionResults\FEntryIndex) EntryIndex ) const


code: const FTransform & GetTransform ( [FEntryIndex](API\Runtime\Chaos\FGeometryCollectionResults\FEntryIndex) EntryIndex ) const


code: const [FVelocityData](API\Runtime\Chaos\FGeometryCollectionResults\FVelocityData) & GetVelocities ( [FEntryIndex](API\Runtime\Chaos\FGeometryCollectionResults\FEntryIndex) EntryIndex ) const


code: void InitArrays ( const [FGeometryDynamicCollection](API\Runtime\Chaos\FGeometryDynamicCollection) & Collection )


code: void SetDamages ( int32 TransformIndex, const [FDamageData](API\Runtime\Chaos\FGeometryCollectionResults\FDamageData) & DamageData )


code: void SetSolverDt ( const [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) SolverDtIn )


code: void SetPositions ( [FEntryIndex](API\Runtime\Chaos\FGeometryCollectionResults\FEntryIndex) EntryIndex, const [FPositionData](API\Runtime\Chaos\FGeometryCollectionResults\FPositionData) & PositionData )


code: void SetState ( int32 EntryIndex, const [FStateData](API\Runtime\Chaos\FGeometryCollectionResults\FStateData) & StateData )


code: void SetTransform ( [FEntryIndex](API\Runtime\Chaos\FGeometryCollectionResults\FEntryIndex) EntryIndex, const FTransform & Transform )


code: void SetVelocities ( [FEntryIndex](API\Runtime\Chaos\FGeometryCollectionResults\FEntryIndex) EntryIndex, const [FVelocityData](API\Runtime\Chaos\FGeometryCollectionResults\FVelocityData) & VelocityData )


className: FGeometryCollectionResults

description: Buffer structure for communicating simulation state between game and physics threads.

code: class FGeometryCollectionResults : public [FRefCountedObject](API\Runtime\Core\Templates\FRefCountedObject)

IsObjectDynamic

type: uint8:  1


code: bool GetEnableStrainOnCollision() const


code: bool GetIsNotificationDataDirty() const


code: bool GetIsWorldTransformDirty() const


code: bool GetNotifyGlobalBreakings() const


code: bool GetNotifyGlobalCrumblings() const


code: bool GetNotifyGlobalRemovals() const


code: const [FCollisionFilterData](API\Runtime\Chaos\Chaos\FCollisionFilterData) & GetQueryFilter() const


code: const [FCollisionFilterData](API\Runtime\Chaos\Chaos\FCollisionFilterData) & GetSimFilter() const


code: const FTransform & GetWorldTransform() const


code: void ResetIsDamageSettingsDataDirty()


code: void ResetIsCollisionFilterDataDirty()


code: void ResetIsNotificationDataDirty()


code: void SetEnableStrainOnCollision ( bool bEnable )


code: void SetNotifyBreakings ( bool bNotify )


code: void SetNotifyCrumblings ( bool bNotify, bool bIncludeChildren )


code: void SetNotifyGlobalBreakings ( bool bNotify )


code: void SetNotifyGlobalCrumblings ( bool bNotify, bool bIncludeChildren )


code: void SetNotifyGlobalRemovals ( bool bNotify )


code: void SetNotifyRemovals ( bool bNotify )


code: void SetSimFilter ( const [FCollisionFilterData](API\Runtime\Chaos\Chaos\FCollisionFilterData) & NewSimFilter )


code: void SetQueryFilter ( const [FCollisionFilterData](API\Runtime\Chaos\Chaos\FCollisionFilterData) & NewQueryFilter )


code: void SetWorldTransform ( const FTransform & InWorldTransform )


className: FGeometryCollectioPerFrameData

code: class FGeometryCollectioPerFrameData


className: ActiveAttribute

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


className: CollisionGroupAttribute

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


className: CollisionMaskAttribute

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


className: DynamicStateAttribute

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


code: void CopyInitialVelocityAttributesFrom ( const [FGeometryDynamicCollection](API\Runtime\Chaos\FGeometryDynamicCollection) & SourceCollection )


code: void CopyFrom &40; const FGeometryDynamicCollection & SourceCollection &41;


code: void Fill &40; const FVector3f & InitialLinearVelocity, const FVector3f & InitialAngularVelocity &41;


code: FInitialVelocityFacade &40; const FGeometryDynamicCollection & DynamicCollection &41;


code: FInitialVelocityFacade &40; FGeometryDynamicCollection & DynamicCollection &41;


className: FInitialVelocityFacade

code: struct FInitialVelocityFacade

InitialAngularVelocityAttribute

type: TManagedArrayAc...


className: FSharedImplicit

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [Chaos::FImplicitObject](API\Runtime\Chaos\Chaos\FImplicitObject), ESPMode::ThreadSafe > FSharedImplicit


className: ImplicitsAttribute

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


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


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


className: ShapesQueryDataAttribute

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


className: ShapesSimDataAttribute

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


className: SharedImplicitsAttribute

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


className: SimplicialsAttribute

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


className: SimulatableParticlesAttribute

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


code: FGeometryDynamicCollection ( [FGeometryDynamicCollection](API\Runtime\Chaos\FGeometryDynamicCollection) & )


code: FGeometryDynamicCollection ( [FGeometryDynamicCollection](API\Runtime\Chaos\FGeometryDynamicCollection) && )


className: FGeometryDynamicCollection

description: Stores per instance data for simulation level information

code: class FGeometryDynamicCollection : public [FTransformDynamicCollection](API\Runtime\Chaos\FTransformDynamicCollection)

Active

type: TManagedArray< ...

description: Transform Group.


code: decltype(auto) Acceleration() const


code: decltype(auto) AngularEtherDrag() const


code: decltype(auto) CenterOfMass() const


code: decltype(auto) CollisionGroup() const


code: decltype(auto) ControlFlags() const


code: const [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) & GetHandle() const


code: decltype(auto) LinearEtherDrag() const


code: decltype(auto) MaxLinearSpeedSq() const


code: decltype(auto) RotationOfMass() const


code: void SetState ( const [FGeometryParticleStateBase](API\Runtime\Chaos\FGeometryParticleStateBase) * InState )


code: [TShapesArrayState](API\Runtime\Chaos\TShapesArrayState)< [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) > ShapesArray() const


className: ZeroVector

code: static [FVec3](API\Runtime\ChaosCore\Chaos\FVec3) ZeroVector = FVec3(0);


code: FGeometryParticleState ( const [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) & InParticle, const [FDirtyPropertiesPool](API\Runtime\Chaos\Chaos\FDirtyPropertiesPool) & InPool )


code: FGeometryParticleState ( const [FGeometryParticleStateBase](API\Runtime\Chaos\FGeometryParticleStateBase) * InState, const [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) & InParticle, const [FDirtyPropertiesPool](API\Runtime\Chaos\Chaos\FDirtyPropertiesPool) & InPool, const [FFrameAndPhase](API\Runtime\Chaos\FFrameAndPhase) InFrameAndPhase )


className: FGeometryParticleState

code: class FGeometryParticleState


code: template<typename TParticle> void CachePreCorrectionState ( const TParticle & Particle )


code: void ClearEntryAndFuture ( const [FFrameAndPhase](API\Runtime\Chaos\FFrameAndPhase) FrameAndPhase )


code: void ExtractHistoryState ( int32 & PositionValidCount, int32 & VelocityValidCount, int32 & PositionNextIterator, int32 & VelocityNextIterator ) const


code: bool IsClean ( const [FFrameAndPhase](API\Runtime\Chaos\FFrameAndPhase) FrameAndPhase ) const


code: bool IsCleanExcludingDynamics ( const [FFrameAndPhase](API\Runtime\Chaos\FFrameAndPhase) FrameAndPhase ) const


code: template<bool bSkipDynamics> bool IsInSync ( const [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) & Handle, const [FFrameAndPhase](API\Runtime\Chaos\FFrameAndPhase) FrameAndPhase, const [FDirtyPropertiesPool](API\Runtime\Chaos\Chaos\FDirtyPropertiesPool) & Pool ) const


description: Check if the handle resim frame is valid (before the current one)

code: bool IsResimFrameValid ( const [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) & Handle, const [FFrameAndPhase](API\Runtime\Chaos\FFrameAndPhase) FrameAndPhase ) const


code: void Release ( [FDirtyPropertiesPool](API\Runtime\Chaos\Chaos\FDirtyPropertiesPool) & Manager )


code: template<typename TParticle> static [TShapesArrayState](API\Runtime\Chaos\TShapesArrayState)< TParticle > ShapesArray ( const [FGeometryParticleStateBase](API\Runtime\Chaos\FGeometryParticleStateBase) * State, const TParticle & Particle )


code: void RestoreHistoryState ( const int32 & PositionValidCount, const int32 & VelocityValidCount, const int32 & PositionNextIterator, const int32 & VelocityNextIterator )


code: void SyncSimWritablePropsFromSim ( [FDirtyPropData](API\Runtime\Chaos\FDirtyPropData) Manager, const [TPBDRigidParticleHandle](API\Runtime\Chaos\Chaos\TPBDRigidParticleHandle)< [FReal](API\Runtime\ChaosCore\Chaos\FReal), 3 > & Rigid )


code: void SyncDirtyDynamics ( [FDirtyPropData](API\Runtime\Chaos\FDirtyPropData) & DestManager, const [FDirtyChaosProperties](API\Runtime\Chaos\Chaos\FDirtyChaosProperties) & Dirty, const [FConstDirtyPropData](API\Runtime\Chaos\FConstDirtyPropData) & SrcManager )


code: FGeometryParticleStateBase ( int32 NumFrames )


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


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


className: FGeometryParticleStateBase

code: struct FGeometryParticleStateBase

Dynamics

type: TParticleProper...

PreCorrectionXR

type: FParticlePositi...

ShapesArrayState

type: FShapesArraySta...


description: Compute the min/max spatial bounds of the field

code: virtual void ComputeFieldBounds ( FVector & MinBounds, FVector & MaxBounds, FVector & CenterPosition ) const


description: Evaluate the maximum magnitude of the field graph

code: virtual float EvalMaxMagnitude() const


code: virtual void Evaluate ( [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) &, [TFieldArrayView](API\Runtime\Chaos\Field\TFieldArrayView)< float > & Results ) const


description: FBoxFalloff

code: template<EFieldFalloffType> void Evaluator ( const [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) & Context, [TFieldArrayView](API\Runtime\Chaos\Field\TFieldArrayView)< float > & Results ) const


description: Count the number of offsets/params that will be used by the world physics field

code: virtual void FillSetupCount ( int32 & NumOffsets, int32 & NumParams ) const


description: Fill the offsets/params arrays that will be used by the world physics field

code: virtual void FillSetupDatas ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & NodesOffsets, [TArray](API\Runtime\Core\Containers\TArray)< float > & NodesParams, const float CommandTime ) const


code: virtual [FFieldNodeBase](API\Runtime\Chaos\Field\FFieldNodeBase) * NewCopy() const


code: virtual bool operator== ( const [FFieldNodeBase](API\Runtime\Chaos\Field\FFieldNodeBase) & Node )


description: Serialization API


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


className: Super

code: typedef [FFieldNode](API\Runtime\Chaos\Field\FFieldNode)< float > Super


code: FBoxFalloff ( float MagnitudeIn, float MinRangeIn, float MaxRangeIn, float DefaultIn, FTransform TransformIn, EFieldFalloffType FalloffIn )


className: FBoxFalloff

description: FBoxFalloff

code: class FBoxFalloff : public [FFieldNode< float >](API\Runtime\Chaos\Field\FFieldNode)

Default

type: float

Falloff

type: EFieldFalloffTy...

Transform

type: FTransform


description: FConversionField

code: virtual void Evaluate ( [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) &, [TFieldArrayView](API\Runtime\Chaos\Field\TFieldArrayView)< OutT > & Results ) const


description: Default setup for the conversion field

code: static void FillDefaultSetup ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & NodesOffsets, [TArray](API\Runtime\Core\Containers\TArray)< float > & NodesParams )


code: FConversionField ( [FFieldNode](API\Runtime\Chaos\Field\FFieldNode)< InT > * InFieldIn )


code: typedef [FFieldNode](API\Runtime\Chaos\Field\FFieldNode)< OutT > Super


className: FConversionField

description: FConversionField

code: template<class InT, class OutT> class FConversionField : public [FFieldNode< OutT >](API\Runtime\Chaos\Field\FFieldNode)

InputField

type: TUniquePtr<FFi...


code: virtual void ComputeFieldBounds ( FVector & MinBounds, FVector & MaxBounds, FVector & CenterPosition ) const


code: virtual float EvalMaxMagnitude() const


description: FCullingField

code: virtual void Evaluate ( [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) &, [TFieldArrayView](API\Runtime\Chaos\Field\TFieldArrayView)< T > & Results ) const


code: typedef [FFieldNode](API\Runtime\Chaos\Field\FFieldNode)< T > Super


code: FCullingField ( [FFieldNode](API\Runtime\Chaos\Field\FFieldNode)< float > * CullingIn, [FFieldNode](API\Runtime\Chaos\Field\FFieldNode)< T > * InputIn, EFieldCullingOperationType OperationIn )


className: FCullingField

description: FCullingField

code: template<class T> class FCullingField : public [FFieldNode< T >](API\Runtime\Chaos\Field\FFieldNode)

Operation

type: EFieldCullingOp...


code: [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) & operator= ( const [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) & )


code: [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) & operator= ( [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) && )


className: PointerMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FFieldSystemMetaData::EMetaType](API\Runtime\Chaos\Field\FFieldSystemMetaData\EMetaType), [FFieldSystemMetaData](API\Runtime\Chaos\Field\FFieldSystemMetaData) * > PointerMap


code: FFieldContext ( const [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) & )


code: FFieldContext ( [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) && )


code: FFieldContext ( [FFieldExecutionDatas](API\Runtime\Chaos\Field\FFieldExecutionDatas) & ExecutionDatas, const [UniquePointerMap](API\Runtime\Chaos\Field\FFieldContext\UniquePointerMap) & MetaDataIn, const [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) TimeSecondsIn )


code: FFieldContext ( const [TFieldArrayView](API\Runtime\Chaos\Field\TFieldArrayView)< [FFieldContextIndex](API\Runtime\Chaos\Field\FFieldContextIndex) > & SampleIndicesIn, const [TFieldArrayView](API\Runtime\Chaos\Field\TFieldArrayView)< FVector > & SamplePositionsIn, const [UniquePointerMap](API\Runtime\Chaos\Field\FFieldContext\UniquePointerMap) & MetaDataIn, const [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) TimeSecondsIn, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & VectorResultsIn, [TArray](API\Runtime\Core\Containers\TArray)< float > & ScalarResultsIn, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & IntegerResultsIn, [TArray](API\Runtime\Core\Containers\TArray)< [FFieldContextIndex](API\Runtime\Chaos\Field\FFieldContextIndex) > & IndexResultsIn, [TArray](API\Runtime\Core\Containers\TArray)< [FFieldContextIndex](API\Runtime\Chaos\Field\FFieldContextIndex) > & CullingResultsIn )


code: FFieldContext ( const [TFieldArrayView](API\Runtime\Chaos\Field\TFieldArrayView)< [FFieldContextIndex](API\Runtime\Chaos\Field\FFieldContextIndex) > & SampleIndicesIn, const [TFieldArrayView](API\Runtime\Chaos\Field\TFieldArrayView)< FVector > & SamplePositionsIn, const [PointerMap](API\Runtime\Chaos\Field\FFieldContext\PointerMap) & MetaDataIn, const [Chaos::FReal](API\Runtime\ChaosCore\Chaos\FReal) TimeSecondsIn, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & VectorResultsIn, [TArray](API\Runtime\Core\Containers\TArray)< float > & ScalarResultsIn, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & IntegerResultsIn, [TArray](API\Runtime\Core\Containers\TArray)< [FFieldContextIndex](API\Runtime\Chaos\Field\FFieldContextIndex) > & IndexResultsIn, [TArray](API\Runtime\Core\Containers\TArray)< [FFieldContextIndex](API\Runtime\Chaos\Field\FFieldContextIndex) > & CullingResultsIn )


className: FFieldContext

code: struct FFieldContext

IndexResults

type: TArray<FFieldC...

IntegerResults

type: TArray< int32 >...

MetaData

type: PointerMap

SampleIndices

type: TFieldArrayView...

description: Ryan - TODO: This concept of having discreet sample data needs to change.

ScalarResults

type: TArray< float >...

VectorResults

type: TArray< FVector...


code: static void ContiguousIndices ( [TArray](API\Runtime\Core\Containers\TArray)< [FFieldContextIndex](API\Runtime\Chaos\Field\FFieldContextIndex) > & Array, const int NumParticles, const bool bForce )


code: FFieldContextIndex ( int32 InSample, int32 InResult )


className: FFieldContextIndex

description: FFieldContextIndexThe Context is passed into the field evaluation pipeline during evaluation. The Nodes will have access to the samples and indices for evaluation. The MetaData is a optional data package that the nodes will use during evaluation, the context does not assume ownership of the metadata but assumes it will remain in scope during evaluation.

code: struct FFieldContextIndex


className: FFieldExecutionDatas

description: List of datas that will be stored during field evaluation to avoid reallocation

code: struct FFieldExecutionDatas

FieldOutputs

description: Results for the target results

IndexResults

description: Field index results

IntegerResults

description: Field integer targets results

ParticleHandles

description: List of particles handles used during evaluation

SampleIndices

description: Sample indices to be used to build the context

SamplePositions

description: Sample positions to be used to build the context

ScalarResults

description: Field scalar targets results

description: Field vector targets results


code: void Evaluate ( [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) &, [TFieldArrayView](API\Runtime\Chaos\Field\TFieldArrayView)< T > & Results ) const


code: virtual void FillSetupCount ( int32 & NumOffsets, int32 & NumParams ) const


code: virtual void FillSetupDatas ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & NodesOffsets, [TArray](API\Runtime\Core\Containers\TArray)< float > & NodesParams, const float CommandTime ) const


code: virtual [EFieldType](API\Runtime\Chaos\Field\FFieldNodeBase\EFieldType) Type() const


className: FFieldNode

description: Typed field nodes are used for the evaluation of specific types of data arrays. For exampe, TheFFieldNode::Evaluate(...) will expect resutls of type TFieldArrayView, and an example implementation is the UniformVectorField.

code: template<class T> class FFieldNode : public [FFieldNodeBase](API\Runtime\Chaos\Field\FFieldNodeBase)


code: virtual void ComputeFieldBounds ( FVector & MinBounds, FVector & MaxBounds, FVector & CenterPosition ) const


className: EFieldType

code: enum EFieldType { EField_None = 0, EField_Results, EField_Int32, EField_Float, EField_FVector, }


className: ESerializationType

code: enum ESerializationType { FieldNode_Null = 0, FieldNode_FUniformInteger, FieldNode_FRadialIntMask, FieldNode_FUniformScalar, FieldNode_FRadialFalloff, FieldNode_FPlaneFalloff, FieldNode_FBoxFalloff, FieldNode_FNoiseField, FieldNode_FUniformVector, FieldNode_FRadialVector, FieldNode_FRandomVector, FieldNode_FSumScalar, FieldNode_FSumVector, FieldNode_FConversionField, FieldNode_FCullingField, FieldNode_FWaveScalar, FieldNode_FReturnResultsTerminal, }


code: virtual float EvalMaxMagnitude() const


code: [FFieldNodeBase](API\Runtime\Chaos\Field\FFieldNodeBase) * NewCopy() const


code: virtual bool operator== ( const [FFieldNodeBase](API\Runtime\Chaos\Field\FFieldNodeBase) & Node )


code: virtual [ESerializationType](API\Runtime\Chaos\Field\FFieldNodeBase\ESerializationType) SerializationType() const


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


code: void SetName ( const [FName](API\Runtime\Core\UObject\FName) & NameIn )


className: FFieldNodeBase

description: Abstract base class for the field node evaluation.

code: class FFieldNodeBase


code: const [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FFieldSystemMetaData](API\Runtime\Chaos\Field\FFieldSystemMetaData) > & GetMetaData ( const [FFieldSystemMetaData::EMetaType](API\Runtime\Chaos\Field\FFieldSystemMetaData\EMetaType) Key ) const


code: template<class TMetaData> const TMetaData * GetMetaDataAs ( const [FFieldSystemMetaData::EMetaType](API\Runtime\Chaos\Field\FFieldSystemMetaData\EMetaType) Key ) const


code: bool HasMetaData ( const [FFieldSystemMetaData::EMetaType](API\Runtime\Chaos\Field\FFieldSystemMetaData\EMetaType) Key ) const


code: void InitFieldNodes ( const double TimeSeconds, const [FName](API\Runtime\Core\UObject\FName) & Name )


code: bool operator== ( const [FFieldSystemCommand](API\Runtime\Chaos\Field\FFieldSystemCommand) & ) const


code: bool operator!= ( const [FFieldSystemCommand](API\Runtime\Chaos\Field\FFieldSystemCommand) & Other ) const


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


code: void SetMetaData ( const [FFieldSystemMetaData::EMetaType](API\Runtime\Chaos\Field\FFieldSystemMetaData\EMetaType) Key, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FFieldSystemMetaData](API\Runtime\Chaos\Field\FFieldSystemMetaData) > && Value )


code: void SetMetaData ( const [FFieldSystemMetaData::EMetaType](API\Runtime\Chaos\Field\FFieldSystemMetaData\EMetaType) Key, [FFieldSystemMetaData](API\Runtime\Chaos\Field\FFieldSystemMetaData) * Value )


description: Commands are copied when moved from the one thread to another. This requires a full copy of all associated data.

code: FFieldSystemCommand ( const [FFieldSystemCommand](API\Runtime\Chaos\Field\FFieldSystemCommand) & Other )


description: Forward declaration of concrete types // Macro version - declares all three variants.

code: FFieldSystemCommand ( const [FName](API\Runtime\Core\UObject\FName) & TargetAttributeIn, [FFieldNodeBase](API\Runtime\Chaos\Field\FFieldNodeBase) * RootNodeIn )


code: FFieldSystemCommand ( const EFieldPhysicsType PhsyicsTypeIn, [FFieldNodeBase](API\Runtime\Chaos\Field\FFieldNodeBase) * RootNodeIn )


className: FFieldSystemCommand

description: Field commands are issued on the game thread and trigger field evaluation during game play. The Commands will store the root node in the evaluation graph, and will trigger a full evaluation of all the nodes in the graph. The MetaData within the command will be passed to the evaluation of the field.

code: class FFieldSystemCommand

BoundingBox

type: FBox

CenterPosition

type: FVector

CommandName

type: FName

MetaData

type: TMap<FFieldSys...

PhysicsType

type: EFieldPhysicsTy...


className: EMetaType

code: enum EMetaType { ECommandData_None = 0, ECommandData_ProcessingResolution, ECommandData_Results, ECommandData_Iteration, ECommandData_Culling, ECommandData_Filter, }


code: [FFieldSystemMetaData](API\Runtime\Chaos\Field\FFieldSystemMetaData) * NewCopy() const


className: FFieldSystemMetaData

description: Metadata is used to attach state based information to the field evaluation pipeline. Contexts and Commands can store metadata that can be used by theEvaluate()of the field node, or during the processing of the command.

code: class FFieldSystemMetaData


code: virtual [FFieldSystemMetaData](API\Runtime\Chaos\Field\FFieldSystemMetaData) * NewCopy() const


code: virtual [EMetaType](API\Runtime\Chaos\Field\FFieldSystemMetaData\EMetaType) Type() const


code: virtual ~FFieldSystemMetaDataCulling()


code: FFieldSystemMetaDataCulling ( [TArray](API\Runtime\Core\Containers\TArray)< [FFieldContextIndex](API\Runtime\Chaos\Field\FFieldContextIndex) > & CullingIndicesIn )


className: FFieldSystemMetaDataCulling

code: class FFieldSystemMetaDataCulling : public [FFieldSystemMetaData](API\Runtime\Chaos\Field\FFieldSystemMetaData)

bCullingActive

type: bool


code: FFieldSystemMetaDataFilter ( EFieldFilterType FilterTypeIn, EFieldObjectType ObjectTypeIn, EFieldPositionType PositionTypeIn )


code: virtual ~FFieldSystemMetaDataFilter()


className: FFieldSystemMetaDataFilter

code: class FFieldSystemMetaDataFilter : public [FFieldSystemMetaData](API\Runtime\Chaos\Field\FFieldSystemMetaData)

FilterType

type: EFieldFilterTyp...

ObjectType

type: EFieldObjectTyp...

PositionType

type: EFieldPositionT...


code: FFieldSystemMetaDataIteration ( int32 IterationsIn )


className: FFieldSystemMetaDataIteration

code: class FFieldSystemMetaDataIteration : public [FFieldSystemMetaData](API\Runtime\Chaos\Field\FFieldSystemMetaData)


code: FFieldSystemMetaDataProcessingResolution ( EFieldResolutionType ProcessingResolutionIn )


code: class FFieldSystemMetaDataProcessingResolution : public [FFieldSystemMetaData](API\Runtime\Chaos\Field\FFieldSystemMetaData)

ProcessingResolution

type: EFieldResolutio...


code: FFieldSystemMetaDataResults ( const [TFieldArrayView](API\Runtime\Chaos\Field\TFieldArrayView)< T > & ResultsIn )


code: virtual ~FFieldSystemMetaDataResults()


className: FFieldSystemMetaDataResults

code: template<class T> class FFieldSystemMetaDataResults : public [FFieldSystemMetaData](API\Runtime\Chaos\Field\FFieldSystemMetaData)

Results

type: constTFieldArr...


code: virtual float EvalMaxMagnitude() const


description: FNoiseField

code: virtual void Evaluate ( [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) &, [TFieldArrayView](API\Runtime\Chaos\Field\TFieldArrayView)< float > & Results ) const


code: virtual void FillSetupCount ( int32 & NumOffsets, int32 & NumParams ) const


code: virtual void FillSetupDatas ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & NodesOffsets, [TArray](API\Runtime\Core\Containers\TArray)< float > & NodesParams, const float CommandTime ) const


code: virtual [FFieldNodeBase](API\Runtime\Chaos\Field\FFieldNodeBase) * NewCopy() const


code: virtual bool operator== ( const [FFieldNodeBase](API\Runtime\Chaos\Field\FFieldNodeBase) & Node )


description: Serialization API


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


className: Super

code: typedef [FFieldNode](API\Runtime\Chaos\Field\FFieldNode)< float > Super


code: FNoiseField ( float MinRangeIn, float MaxRangeIn, FTransform TransformIn )


className: FNoiseField

description: NoiseField

code: class FNoiseField : public [FFieldNode< float >](API\Runtime\Chaos\Field\FFieldNode)

MaxRange

type: float

Transform

type: FTransform


code: virtual void ComputeFieldBounds ( FVector & MinBounds, FVector & MaxBounds, FVector & CenterPosition ) const


description: FPlaneFalloff

code: template<EFieldFalloffType> void Evaluator ( const [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) & Context, const FPlane & Plane, [TFieldArrayView](API\Runtime\Chaos\Field\TFieldArrayView)< float > & Results ) const


code: FPlaneFalloff ( float MagnitudeIn, float MinRangeIn, float MaxRangeIn, float DefaultIn, float DistanceIn, FVector PositionIn, FVector NormalIn, EFieldFalloffType FalloffIn )


className: FPlaneFalloff

description: FPlaneFalloff

code: class FPlaneFalloff : public [FFieldNode< float >](API\Runtime\Chaos\Field\FFieldNode)

Falloff

type: EFieldFalloffTy...


description: FRadialFalloff

code: template<EFieldFalloffType> void Evaluator ( const [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) & Context, [TFieldArrayView](API\Runtime\Chaos\Field\TFieldArrayView)< float > & Results ) const


code: FRadialFalloff ( float MagnitudeIn, float MinRangeIn, float MaxRangeIn, float DefaultIn, float RadiusIn, FVector PositionIn, EFieldFalloffType FalloffIn )


className: FRadialFalloff

description: RadialFalloff

code: class FRadialFalloff : public [FFieldNode< float >](API\Runtime\Chaos\Field\FFieldNode)


code: virtual float EvalMaxMagnitude() const


description: FRadialIntMask

code: virtual void Evaluate ( [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) &, [TFieldArrayView](API\Runtime\Chaos\Field\TFieldArrayView)< int32 > & Results ) const


code: virtual void FillSetupCount ( int32 & NumOffsets, int32 & NumParams ) const


code: FRadialIntMask ( float RadiusIn, FVector PositionIn, int32 InteriorValueIn, int32 ExteriorValueIn, ESetMaskConditionType SetMaskConditionIn )


code: typedef [FFieldNode](API\Runtime\Chaos\Field\FFieldNode)< int32 > Super


className: FRadialIntMask

description: RadialMaskField

code: class FRadialIntMask : public [FFieldNode< int32 >](API\Runtime\Chaos\Field\FFieldNode)

SetMaskCondition

type: ESetMaskConditi...


description: FRadialVector

code: virtual void Evaluate ( [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) &, [TFieldArrayView](API\Runtime\Chaos\Field\TFieldArrayView)< FVector > & Results ) const


code: virtual void FillSetupDatas ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & NodesOffsets, [TArray](API\Runtime\Core\Containers\TArray)< float > & NodesParams, const float CommandTime ) const


code: virtual [FFieldNodeBase](API\Runtime\Chaos\Field\FFieldNodeBase) * NewCopy() const


code: virtual bool operator== ( const [FFieldNodeBase](API\Runtime\Chaos\Field\FFieldNodeBase) & Node )


description: Serialization API


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


code: typedef [FFieldNode](API\Runtime\Chaos\Field\FFieldNode)< FVector > Super


code: FRadialVector ( float MagnitudeIn, FVector PositionIn )


className: FRadialVector

description: RadialVector

code: class FRadialVector : public [FFieldNode< FVector >](API\Runtime\Chaos\Field\FFieldNode)


description: FRandomVector


code: FRandomVector ( float MagnitudeIn )


className: FRandomVector

description: RandomVector

code: class FRandomVector : public [FFieldNode< FVector >](API\Runtime\Chaos\Field\FFieldNode)


description: FReturnResultsTerminal

code: virtual void Evaluate ( [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) &, [TFieldArrayView](API\Runtime\Chaos\Field\TFieldArrayView)< T > & Results ) const


code: typedef [FFieldNode](API\Runtime\Chaos\Field\FFieldNode)< T > Super


className: FReturnResultsTerminal

description: FReturnResultsTerminal

code: template<class T> class FReturnResultsTerminal : public [FFieldNode< T >](API\Runtime\Chaos\Field\FFieldNode)


code: FScopedFieldContextMetaData &40; const FScopedFieldContextMetaData & &41;


code: FScopedFieldContextMetaData &40; FScopedFieldContextMetaData && &41;


code: FScopedFieldContextMetaData ( [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) & InContext, [FFieldSystemMetaData](API\Runtime\Chaos\Field\FFieldSystemMetaData) * InMetaData )


className: FScopedFieldContextMetaData

description: Limits the application of a meta data object to a single scope. This has the effect of exposing metadata to downstream nodes but making sure upstream nodes cannot see it.

code: class FScopedFieldContextMetaData


description: Compute the min/max spatial bounds of the field

code: virtual void ComputeFieldBounds ( FVector & MinBounds, FVector & MaxBounds, FVector & CenterPosition ) const


description: Evaluate the maximum magnitude of the field graph

code: virtual float EvalMaxMagnitude() const


description: Default setup for the sum scalar field

code: static void FillDefaultSetup ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & NodesOffsets, [TArray](API\Runtime\Core\Containers\TArray)< float > & NodesParams )


description: FSumScalar

code: virtual void Evaluate ( [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) &, [TFieldArrayView](API\Runtime\Chaos\Field\TFieldArrayView)< float > & Results ) const


description: Count the number of offsets/params that will be used by the world physics field

code: virtual void FillSetupCount ( int32 & NumOffsets, int32 & NumParams ) const


description: Fill the offsets/params arrays that will be used by the world physics field

code: virtual void FillSetupDatas ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & NodesOffsets, [TArray](API\Runtime\Core\Containers\TArray)< float > & NodesParams, const float CommandTime ) const


code: virtual [FFieldNodeBase](API\Runtime\Chaos\Field\FFieldNodeBase) * NewCopy() const


code: virtual bool operator== ( const [FFieldNodeBase](API\Runtime\Chaos\Field\FFieldNodeBase) & Node )


description: Serialization API


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


code: typedef [FFieldNode](API\Runtime\Chaos\Field\FFieldNode)< float > Super


code: FSumScalar ( float MagnitudeIn, [FFieldNode](API\Runtime\Chaos\Field\FFieldNode)< float > * ScalarRightIn, [FFieldNode](API\Runtime\Chaos\Field\FFieldNode)< float > * ScalarLeftIn, EFieldOperationType OperationIn )


className: FSumScalar

description: SumScalar

code: class FSumScalar : public [FFieldNode< float >](API\Runtime\Chaos\Field\FFieldNode)

Operation

type: EFieldOperation...

ScalarLeft

type: TUniquePtr<FFi...


description: FSumVector

code: virtual void Evaluate ( [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) &, [TFieldArrayView](API\Runtime\Chaos\Field\TFieldArrayView)< FVector > & Results ) const


description: Default setup for the sum vector field


code: typedef [FFieldNode](API\Runtime\Chaos\Field\FFieldNode)< FVector > Super


code: FSumVector ( float MagnitudeIn, [FFieldNode](API\Runtime\Chaos\Field\FFieldNode)< float > * ScalarIn, [FFieldNode](API\Runtime\Chaos\Field\FFieldNode)< FVector > * VectorRightIn, [FFieldNode](API\Runtime\Chaos\Field\FFieldNode)< FVector > * VectorLeftIn, EFieldOperationType OperationIn )


className: FSumVector

description: SumVector

code: class FSumVector : public [FFieldNode< FVector >](API\Runtime\Chaos\Field\FFieldNode)


description: FUniformInteger

code: virtual void Evaluate ( [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) &, [TFieldArrayView](API\Runtime\Chaos\Field\TFieldArrayView)< int32 > & Results ) const


code: typedef [FFieldNode](API\Runtime\Chaos\Field\FFieldNode)< int32 > Super


code: FUniformInteger ( int32 MagnitudeIn )


className: FUniformInteger

description: FUniformInteger

code: class FUniformInteger : public [FFieldNode< int32 >](API\Runtime\Chaos\Field\FFieldNode)


code: virtual float EvalMaxMagnitude() const


code: virtual void FillSetupCount ( int32 & NumOffsets, int32 & NumParams ) const


description: FUniformScalar

code: virtual void Evaluate ( [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) &, [TFieldArrayView](API\Runtime\Chaos\Field\TFieldArrayView)< float > & Results ) const


code: virtual void FillSetupDatas ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & NodesOffsets, [TArray](API\Runtime\Core\Containers\TArray)< float > & NodesParams, const float CommandTime ) const


code: virtual [FFieldNodeBase](API\Runtime\Chaos\Field\FFieldNodeBase) * NewCopy() const


code: virtual bool operator== ( const [FFieldNodeBase](API\Runtime\Chaos\Field\FFieldNodeBase) & Node )


description: Serialization API


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


code: typedef [FFieldNode](API\Runtime\Chaos\Field\FFieldNode)< float > Super


code: FUniformScalar ( float MagnitudeIn )


className: FUniformScalar

description: FUniformScalar

code: class FUniformScalar : public [FFieldNode< float >](API\Runtime\Chaos\Field\FFieldNode)


description: FUniformVector

code: virtual void Evaluate ( [FFieldContext](API\Runtime\Chaos\Field\FFieldContext) &, [TFieldArrayView](API\Runtime\Chaos\Field\TFieldArrayView)< FVector > & Results ) const


code: typedef [FFieldNode](API\Runtime\Chaos\Field\FFieldNode)< FVector > Super


code: FUniformVector ( float MagnitudeIn, FVector DirectionIn )


className: FUniformVector

description: UniformVector

code: class FUniformVector : public [FFieldNode< FVector >](API\Runtime\Chaos\Field\FFieldNode)


code: virtual void ComputeFieldBounds ( FVector & MinBounds, FVector & MaxBounds, FVector & CenterPosition ) const


description: FWaveScalar


code: FWaveScalar ( float MagnitudeIn, const FVector & PositionIn, const float WavelengthIn, const float PeriodIn, const EWaveFunctionType FunctionIn, const EFieldFalloffType FallofffIn )


className: FWaveScalar

description: FWaveScalar

code: class FWaveScalar : public [FFieldNode< float >](API\Runtime\Chaos\Field\FFieldNode)

Function

type: EWaveFunctionTy...


description: DO NOT USE DIRECTLY STL-like iterators to enable range-based for loop support.

code: [ElementType](API\Runtime\Chaos\Field\TFieldArrayView\ElementType) * begin() const


className: ElementType

code: typedef InElementType ElementType


description: Checks array invariants: if array size is greater than zero and less than maximum.

code: void CheckInvariants() const


code: [ElementType](API\Runtime\Chaos\Field\TFieldArrayView\ElementType) * end() const


description:
Helper function for returning a typed pointer to the first array entry.
Pointer to first array entry or nullptr if ArrayMax == 0.

code: [ElementType](API\Runtime\Chaos\Field\TFieldArrayView\ElementType) * GetData() const


description: Helper function returning the alignment of the inner type.

code: static constexpr size_t GetTypeAlignment()


description:
Helper function returning the size of the inner type.
Size in bytes of array type.

code: static constexpr size_t GetTypeSize()


description: Num

code: bool IsEmpty() const


description:
Tests if index is valid, i.e. more or equal to zero, and less than the number of elements in the array.
True if index is valid. False otherwise.

code: bool IsValidIndex ( [SizeType](API\Runtime\Chaos\Field\TFieldArrayView\SizeType) Index ) const


description:
Returns number of elements in array.
Number of elements in array.


description:
Array bracket operator. Returns reference to element at give index.
Reference to indexed element.

code: [ElementType](API\Runtime\Chaos\Field\TFieldArrayView\ElementType) & operator[] ( [SizeType](API\Runtime\Chaos\Field\TFieldArrayView\SizeType) Index ) const


description: Checks if index is in array range.

code: void RangeCheck ( [SizeType](API\Runtime\Chaos\Field\TFieldArrayView\SizeType) Index ) const


description: Constructor.

code: TFieldArrayView ( [TArray](API\Runtime\Core\Containers\TArray)< [ElementType](API\Runtime\Chaos\Field\TFieldArrayView\ElementType) > & InElementArray, const [SizeType](API\Runtime\Chaos\Field\TFieldArrayView\SizeType) InArrayOffset, const [SizeType](API\Runtime\Chaos\Field\TFieldArrayView\SizeType) InArrayNum )


className: TFieldArrayView

description: A statically sized view of anTArrayof typed elements. The referenceTArraycould be resized and theTFieldArrayViewwill still be valid For now only used for the fields. Should be extended if required to be used somewhere else.

code: template<typename InElementType> class TFieldArrayView


className: FIndicesByPhysicsProxy

description: Maps PhysicsProxy to list of indices in events arrays

code: struct FIndicesByPhysicsProxy : public [Chaos::FTimeResource](API\Runtime\Chaos\FTimeResource)

PhysicsProxyToIndicesMap

type: TMap<IPhysicsP...


className: FInternalDefaultSettings

code: class FInternalDefaultSettings : public [IChaosSettingsProvider](API\Runtime\Chaos\IChaosSettingsProvider)


code: decltype(auto) GetAngularLimits() const


description: CHAOS_INNER_JOINT_PROPERTY(OuterProp, FuncName, InnerName, InnerType)


code: decltype(auto) GetLinearLimit() const


code: decltype(auto) GetStiffness() const


code: FJointState ( const [FPBDJointConstraintHandle](API\Runtime\Chaos\Chaos\FPBDJointConstraintHandle) & InJoint, const [FDirtyPropertiesPool](API\Runtime\Chaos\Chaos\FDirtyPropertiesPool) & InPool )


code: FJointState ( const [FJointStateBase](API\Runtime\Chaos\FJointStateBase) * InState, const [FPBDJointConstraintHandle](API\Runtime\Chaos\Chaos\FPBDJointConstraintHandle) & InJoint, const [FDirtyPropertiesPool](API\Runtime\Chaos\Chaos\FDirtyPropertiesPool) & InPool, const [FFrameAndPhase](API\Runtime\Chaos\FFrameAndPhase) InFrameAndPhase )


code: void ClearEntryAndFuture ( const [FFrameAndPhase](API\Runtime\Chaos\FFrameAndPhase) FrameAndPhase )


code: bool IsClean ( const [FFrameAndPhase](API\Runtime\Chaos\FFrameAndPhase) FrameAndPhase ) const


code: template<bool bSkipDynamics> bool IsInSync ( const [FPBDJointConstraintHandle](API\Runtime\Chaos\Chaos\FPBDJointConstraintHandle) & Handle, const [FFrameAndPhase](API\Runtime\Chaos\FFrameAndPhase) FrameAndPhase, const [FDirtyPropertiesPool](API\Runtime\Chaos\Chaos\FDirtyPropertiesPool) & Pool ) const


code: void Release ( [FDirtyPropertiesPool](API\Runtime\Chaos\Chaos\FDirtyPropertiesPool) & Manager )


code: FJointStateBase ( int32 NumFrames )


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


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


className: FJointStateBase

code: struct FJointStateBase

JointProxies

type: TParticleProper...


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


code: void CaptureSolverData ( [FPBDRigidsSolver](API\Runtime\Chaos\FPBDRigidsSolver) * Solver )


code: FPBDRigidDirtyParticlesBuffer ( const [Chaos::EMultiBufferMode](API\Runtime\Chaos\Chaos\Framework\Chaos__EMultiBufferMode) & InBufferMode, bool bInSingleThreaded )


className: FPBDRigidDirtyParticlesBuffer

code: class FPBDRigidDirtyParticlesBuffer


code: const [FPBDRigidDirtyParticlesBufferOut](API\Runtime\Chaos\FPBDRigidDirtyParticlesBufferOut) * GetSolverOutData() const


code: FPBDRigidDirtyParticlesBufferAccessor ( [FPBDRigidDirtyParticlesBuffer](API\Runtime\Chaos\FPBDRigidDirtyParticlesBuffer) * InManager )


className: FPBDRigidDirtyParticlesBufferAccessor


className: FPBDRigidDirtyParticlesBufferOut

description: Solver specific data buffered for use on Game thread

code: struct FPBDRigidDirtyParticlesBufferOut

DirtyGameThreadParticles

type: TArray<FSingle...

PhysicsParticleProxies

type: TSet<IPhysicsP...

description: Some particle types (clustered) only exist on the game thread, but we still need to pull data over via their proxies.


description: Apply callbacks internally.

code: virtual void ApplyCallbacks_Internal()


description: Apply a solver configuration to this solver, set externally by the owner of a solver (seeUPhysicsSettingsfor world solver settings)

code: void ApplyConfig ( const [FChaosSolverConfiguration](API\Runtime\Chaos\FChaosSolverConfiguration) & InConfig )


code: virtual bool AreAnyTasksPending() const


description: Execution API

code: void ChangeBufferMode ( [Chaos::EMultiBufferMode](API\Runtime\Chaos\Chaos\Framework\Chaos__EMultiBufferMode) InBufferMode )


code: void CreateMaterial ( [Chaos::FMaterialHandle](API\Runtime\Chaos\Chaos\FMaterialHandle) InHandle, const [Chaos::FChaosPhysicsMaterial](API\Runtime\Chaos\Chaos\FChaosPhysicsMaterial) & InNewData )


code: void CreateMaterialMask ( [Chaos::FMaterialMaskHandle](API\Runtime\Chaos\Chaos\FMaterialMaskHandle) InHandle, const [Chaos::FChaosPhysicsMaterialMask](API\Runtime\Chaos\Chaos\FChaosPhysicsMaterialMask) & InNewData )


code: void DestroyMaterial ( [Chaos::FMaterialHandle](API\Runtime\Chaos\Chaos\FMaterialHandle) InHandle )


code: void DestroyMaterialMask ( [Chaos::FMaterialMaskHandle](API\Runtime\Chaos\Chaos\FMaterialMaskHandle) InHandle )


code: void EnableRewindCapture ( int32 NumFrames, bool InUseCollisionResimCache, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IRewindCallback](API\Runtime\Chaos\IRewindCallback) > && RewindCallback )


description: Update the particles forces based on field evaluation

code: void FieldForcesUpdateCallback()


description: Update the particles parameters based on field evaluation

code: void FieldParameterUpdateCallback ( [Chaos::FPBDPositionConstraints](API\Runtime\Chaos\Chaos\FPBDPositionConstraints) & PositionTarget, [TMap](API\Runtime\Core\Containers\TMap)< int32, int32 > & TargetedParticles )


code: void FinalizeRewindData ( const [TParticleView](API\Runtime\Chaos\Chaos\TParticleView)< [FPBDRigidParticles](API\Runtime\Chaos\Chaos\FPBDRigidParticles) > & DirtyParticles )


code: const [FCharacterGroundConstraintContainer](API\Runtime\Chaos\Chaos\Character\FCharacterGroundConstraintContai-) & GetCharacterGroundConstraints() const


description: Simulation API

code: [FDirtyParticlesBuffer](API\Runtime\Chaos\FPBDRigidsSolver\FDirtyParticlesBuffer) * GetDirtyParticlesBuffer() const


code: [FSolverEventFilters](API\Runtime\Chaos\FSolverEventFilters) * GetEventFilters() const


code: [FPBDRigidsEvolution](API\Runtime\Chaos\FPBDRigidsSolver\FPBDRigidsEvolution) * GetEvolution() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FGeometryCollectionPhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FGeometryCollectionPhysicsProxy) * > & GetGeometryCollectionPhysicsProxies_Internal()


code: const [ISpatialAccelerationCollection](API\Runtime\Engine\PhysicsEngine\ISpatialAccelerationCollection)< [FAccelerationStructureHandle](API\Runtime\Chaos\Chaos\FAccelerationStructureHandle), [FReal](API\Runtime\ChaosCore\Chaos\FReal), 3 > * GetInternalAccelerationStructure_Internal() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FJointConstraintPhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FJointConstraintPhysicsProxy) * > & GetJointConstraintPhysicsProxies_Internal() const


code: const [FJointConstraints](API\Runtime\Chaos\FPBDRigidsSolver\FJointConstraints) & GetJointConstraints() const


description: Access particle proxy from physics thread useful for cross thread communication.

code: const [FSingleParticlePhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FSingleParticlePhysicsProxy) * GetParticleProxy_PT ( const [FUniqueIdx](API\Runtime\Chaos\Chaos\FUniqueIdx) & Idx ) const


code: [FSingleParticlePhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FSingleParticlePhysicsProxy) * GetParticleProxy_PT ( const [FUniqueIdx](API\Runtime\Chaos\Chaos\FUniqueIdx) & Idx )


code: [FSingleParticlePhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FSingleParticlePhysicsProxy) * GetParticleProxy_PT ( const [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) & Handle )


code: const [FSingleParticlePhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FSingleParticlePhysicsProxy) * GetParticleProxy_PT ( const [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) & Handle ) const


code: const [FParticlesType](API\Runtime\Chaos\FPBDRigidsSolver\FParticlesType) & GetParticles() const


code: const [FPerSolverFieldSystem](API\Runtime\Chaos\PhysicsProxy\FPerSolverFieldSystem) & GetPerSolverField() const


code: const [THandleArray](API\Runtime\Chaos\Chaos\Framework\THandleArray)< [FChaosPhysicsMaterialMask](API\Runtime\Chaos\Chaos\FChaosPhysicsMaterialMask) > & GetQueryMaterialMasks_External() const


code: const [THandleArray](API\Runtime\Chaos\Chaos\Framework\THandleArray)< [FChaosPhysicsMaterialMask](API\Runtime\Chaos\Chaos\FChaosPhysicsMaterialMask) > & GetSimMaterialMasks() const


description: Access to the internal material mirrors

code: const [THandleArray](API\Runtime\Chaos\Chaos\Framework\THandleArray)< [FChaosPhysicsMaterial](API\Runtime\Chaos\Chaos\FChaosPhysicsMaterial) > & GetQueryMaterials_External() const


code: const [THandleArray](API\Runtime\Chaos\Chaos\Framework\THandleArray)< [FChaosPhysicsMaterial](API\Runtime\Chaos\Chaos\FChaosPhysicsMaterial) > & GetSimMaterials() const


code: const [FPBDSuspensionConstraints](API\Runtime\Chaos\Chaos\FPBDSuspensionConstraints) & GetSuspensionConstraints() const


description: True if the simulation is running in deterministic mode This will be true if determinism is explicitly requested (viaSetIsDeterministic()) or if required by some other system like Rewind/Resim support.

code: bool IsDetemerministic() const


code: int32 NumCollisionConstraints() const


description: Visual debugger (VDB) push methods

code: void PostEvolutionVDBPush() const


code: void PostTickDebugDraw ( [FReal](API\Runtime\ChaosCore\Chaos\FReal) Dt ) const


description: Object API

code: void RegisterObject ( [FSingleParticlePhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FSingleParticlePhysicsProxy) * Proxy )


code: void RegisterObject ( [FGeometryCollectionPhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FGeometryCollectionPhysicsProxy) * InProxy )


code: void RegisterObject ( [Chaos::FJointConstraint](API\Runtime\Chaos\Chaos\FJointConstraint) * GTConstraint )


code: void RegisterObject ( [FClusterUnionPhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FClusterUnionPhysicsProxy) * Proxy )


code: void RegisterObject ( [Chaos::FSuspensionConstraint](API\Runtime\Chaos\Chaos\FSuspensionConstraint) * GTConstraint )


code: void RegisterObject ( [Chaos::FCharacterGroundConstraint](API\Runtime\Chaos\Chaos\Character\FCharacterGroundConstraint) * GTConstraint )


code: void SetCollisionCullDistance ( const [FReal](API\Runtime\ChaosCore\Chaos\FReal) InCullDistance )


code: void SetCollisionFilterSettings ( const [FSolverCollisionFilterSettings](API\Runtime\Chaos\FSolverCollisionFilterSettings) & InCollisionFilterSettings )


code: void SetBreakingFilterSettings ( const [FSolverBreakingFilterSettings](API\Runtime\Chaos\FSolverBreakingFilterSettings) & InBreakingFilterSettings )


code: void SetCollisionMaxPushOutVelocity ( const [FReal](API\Runtime\ChaosCore\Chaos\FReal) InMaxPushOutVelocity )


code: void SetCurrentFrame ( const int32 CurrentFrameIn )


code: void SetGenerateBreakingData ( bool bDoGenerate )


code: void SetGenerateCollisionData ( bool bDoGenerate )


code: void SetGenerateRemovalData ( bool bDoGenerate )


description: IsDetemerministic()

code: void SetIsDeterministic ( const bool bInIsDeterministic )


code: void SetGenerateTrailingData ( bool bDoGenerate )


description: Interop utilities.

code: void SetParticleDynamicMisc ( [FPBDRigidParticleHandle](API\Runtime\Chaos\Chaos\FPBDRigidParticleHandle) * Rigid, const [FParticleDynamicMisc](API\Runtime\Chaos\Chaos\FParticleDynamicMisc) & DynamicMisc )


code: void SetProjectionIterations ( const int32 InNumIterations )


code: void SetPositionIterations ( const int32 InNumIterations )


code: void SetSuspensionTarget ( [Chaos::FSuspensionConstraint](API\Runtime\Chaos\Chaos\FSuspensionConstraint) * GTConstraint, const FVector & TargetPos, const FVector & Normal, bool Enabled )


code: void SetRemovalFilterSettings ( const [FSolverRemovalFilterSettings](API\Runtime\Chaos\FSolverRemovalFilterSettings) & InRemovalFilterSettings )


code: void SetTrailingFilterSettings ( const [FSolverTrailingFilterSettings](API\Runtime\Chaos\FSolverTrailingFilterSettings) & InTrailingFilterSettings )


code: void SetVelocityBoundsExpansion ( const [FReal](API\Runtime\ChaosCore\Chaos\FReal) BoundsVelocityMultiplier, const [FReal](API\Runtime\ChaosCore\Chaos\FReal) MaxBoundsVelocityExpansion )


code: void SetVelocityIterations ( const int32 InNumIterations )


description: Copy the simulation material list to the query material list, to be done when the SQ commits an update

code: void SyncQueryMaterials_External()


code: void UnregisterObject ( [FSingleParticlePhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FSingleParticlePhysicsProxy) * Proxy )


code: void UnregisterObject ( [FGeometryCollectionPhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FGeometryCollectionPhysicsProxy) * InProxy )


code: void UnregisterObject ( [FClusterUnionPhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FClusterUnionPhysicsProxy) * Proxy )


code: void UnregisterObject ( [Chaos::FJointConstraint](API\Runtime\Chaos\Chaos\FJointConstraint) * GTConstraint )


code: void UnregisterObject ( [Chaos::FSuspensionConstraint](API\Runtime\Chaos\Chaos\FSuspensionConstraint) * GTConstraint )


code: void UnregisterObject ( [Chaos::FCharacterGroundConstraint](API\Runtime\Chaos\Chaos\Character\FCharacterGroundConstraint) * GTConstraint )


code: void UpdateExternalAccelerationStructure_External ( [ISpatialAccelerationCollection](API\Runtime\Engine\PhysicsEngine\ISpatialAccelerationCollection)< [FAccelerationStructureHandle](API\Runtime\Chaos\Chaos\FAccelerationStructureHandle), [FReal](API\Runtime\ChaosCore\Chaos\FReal), 3 > *& ExternalStructure )


description: Events hooked up to the Chaos material manager

code: void UpdateMaterial ( [Chaos::FMaterialHandle](API\Runtime\Chaos\Chaos\FMaterialHandle) InHandle, const [Chaos::FChaosPhysicsMaterial](API\Runtime\Chaos\Chaos\FChaosPhysicsMaterial) & InNewData )


code: void UpdateMaterialMask ( [Chaos::FMaterialMaskHandle](API\Runtime\Chaos\Chaos\FMaterialMaskHandle) InHandle, const [Chaos::FChaosPhysicsMaterialMask](API\Runtime\Chaos\Chaos\FChaosPhysicsMaterialMask) & InNewData )


description: Update the counter in Stats and the CSV profiler.

code: void UpdateStatCounters() const


className: FPBDRigidsSolver

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

code: class FPBDRigidsSolver : public [Chaos::FPhysicsSolverBase](API\Runtime\Chaos\Chaos\Framework\FPhysicsSolverBase)

PhysSceneHack

type: void *


code: const [FCollisionFilterData](API\Runtime\Chaos\Chaos\FCollisionFilterData) & GetQueryData() const


code: FPerShapeDataState ( const [FPerShapeDataStateBase](API\Runtime\Chaos\FPerShapeDataStateBase) * InState, const [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) & InParticle, const int32 InShapeIdx )


className: FPerShapeDataState

code: class FPerShapeDataState


description: Helper functions for shape API

code: template<typename TParticle> static const [FCollisionFilterData](API\Runtime\Chaos\Chaos\FCollisionFilterData) & GetQueryData ( const [FPerShapeDataStateBase](API\Runtime\Chaos\FPerShapeDataStateBase) * State, const TParticle & Particle, int32 ShapeIdx )


className: FPerShapeDataStateBase

code: struct FPerShapeDataStateBase

CollisionData

type: TPerShapeDataSt...


className: FPropertyInterval

code: struct FPropertyInterval

FrameAndPhase

type: FFrameAndPhase

Ref

type: FPropertyIdx


code: namespace Chaos { void Chaos::EnsureIsInGameThreadContext() }


code: namespace Chaos { void Chaos::EnsureIsInPhysicsThreadContext() }


description: Typical gear ratios: Reverse −4.181, 1st 3.818, 2nd 2.294, 3rd 1.500, 4th 1.133, 5th 0.911 Source: Georg Rill. Road Vehicle Dynamics: Fundamentals and Modeling (Ground Vehicle Engineering Series) (p. 121). CRC Press.

code: namespace Chaos { enum EThreadContext { External, Internal, } }


code: namespace Chaos { virtual float Chaos::GetActualDt() const }


code: namespace Chaos { virtual float Chaos::GetCalculatedDt() const }


code: namespace Chaos { virtual float Chaos::GetTarget() const }


code: namespace Chaos { virtual void Chaos::SetTarget ( float InTarget ) }


description: Deprecated* Deprecated, this class is to be deleted

code: namespace Chaos { virtual void Chaos::Update() }


className: FCheckGameplayThread

code: struct FCheckGameplayThread


className: FCheckPhysicsThread

code: struct FCheckPhysicsThread


description: Solver advances.

code: void DoWork()


code: FDebugSolverTask &40; const FDebugSolverTask & &41;


code: FDebugSolverTask ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> InStepFunction, [FDebugSubstep](API\Runtime\Chaos\Chaos\Framework\FDebugSubstep) & InDebugSubstep )


className: FDebugSolverTask

description: Async task to run the solver advance in its own debug thread, substep by substep.

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


description: Add debug task entry for the specified solver.

code: void Add ( [FPhysicsSolverBase](API\Runtime\Chaos\Chaos\Framework\FPhysicsSolverBase) * Solver )


description: Run the specified step function in one go within the current thread, or in a debug thread substep by substep depending on the Solver's DebugSustep status.

code: void DebugStep ( [FPhysicsSolverBase](API\Runtime\Chaos\Chaos\Framework\FPhysicsSolverBase) * Solver, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> StepFunction )


description: Shutdown all debug threads.

code: void Shutdown()


description: Remove the debug task entry for the specified solver, and delete its task if any was created.

code: void Remove ( [FPhysicsSolverBase](API\Runtime\Chaos\Chaos\Framework\FPhysicsSolverBase) * Solver )


className: FDebugSolverTasks

description: List of solver tasks used to debug substep.

code: class FDebugSolverTasks


className: FPhysicsRwLock

description: A recursive readwrite lock that uses FRwLock internally (this uses an efficient platform specific implementation)

code: class FPhysicsRwLock


code: [FPhysicsSceneGuard](API\Runtime\Chaos\Framework\FPhysicsSceneGuard) & operator= ( const [FPhysicsSceneGuard](API\Runtime\Chaos\Framework\FPhysicsSceneGuard) & InOther )


code: [FPhysicsSceneGuard](API\Runtime\Chaos\Framework\FPhysicsSceneGuard) & operator= ( [FPhysicsSceneGuard](API\Runtime\Chaos\Framework\FPhysicsSceneGuard) && InOther )


code: FPhysicsSceneGuard ( const [FPhysicsSceneGuard](API\Runtime\Chaos\Framework\FPhysicsSceneGuard) & InOther )


code: FPhysicsSceneGuard ( [FPhysicsSceneGuard](API\Runtime\Chaos\Framework\FPhysicsSceneGuard) && InOther )


className: FPhysicsSceneGuard

description: Fairness is determined by the underlying platform FRWLock type as this lock uses FRWLock as it's internal primitive

code: class FPhysicsSceneGuard


className: FPhysicsSceneGuardScopedWrite

description: Stable types to use in calling code configured by the compiler switches above.


className: FPhysicsSimpleMutexLock

description: A simple mutex based lock based on FCriticalSection. Reads are exclusive

code: class FPhysicsSimpleMutexLock


className: FPhysSpinLock

description: A non-yielding, recursive spin lock Implements a first-in, first-out lock / mutex that won't yield back to the system. Intended for applications that must wake / resume at the earliest opportunity. Each thread attempting a write gets an atomically controlled counter to wait on so the lock is fair in that the locks will be ordered according to the order Lock was called.

code: class FPhysSpinLock


description: Get how much time actually passed (Dt and any sleeps) mainly for stats.Bydefault will just return Dt

code: virtual float GetActualDt() const


description: Get the next dt to use in simulation

code: float GetCalculatedDt() const


description: Called to retrieve the target time for the timestep.Bydefault returns whatever the Dt was intended to be

code: virtual float GetTarget() const


description: Called to set a target dt if necessary - derived timesteps can ignore if not needed

code: virtual void SetTarget ( float InTarget )


description: Perform any necessary update to calculate the next timestep, if any sleeps for synchronisation are required also perform them here

code: void Update()


description: Reset the timestep to a default state. Called on restarting a simulation. Note we will not update till after an evolution so GetDt must succeed beore we call the first Update

code: virtual void Reset()


className: TDataGT

code: typedef [TThreadCheckedData](API\Runtime\Chaos\Framework\TThreadCheckedData)< T, [FCheckGameplayThread](API\Runtime\Chaos\Framework\FCheckGameplayThread) > TDataGT


description: No default, copy or move construction.


code: TMutexScopeLock ( MutexType & InMutex )


className: TDataPT

code: typedef [TThreadCheckedData](API\Runtime\Chaos\Framework\TThreadCheckedData)< T, [FCheckPhysicsThread](API\Runtime\Chaos\Framework\FCheckPhysicsThread) > TDataPT


code: TMutexScopeLock &40; const TMutexScopeLock & &41;


code: TMutexScopeLock &40; TMutexScopeLock && &41;


className: TMutexScopeLock

description: Templated RAII scope lock around generic mutex type

code: template<typename MutexType> class TMutexScopeLock


code: TPhysicsSceneGuardScopedRead &40; const TPhysicsSceneGuardScopedRead & &41;


code: TPhysicsSceneGuardScopedRead ( MutexType & InMutex )


code: TPhysicsSceneGuardScopedRead &40; TPhysicsSceneGuardScopedRead && &41;


className: TPhysicsSceneGuardScopedRead

description: Implements a RAII scoped read lock around a generic mutex.

code: template<typename MutexType> class TPhysicsSceneGuardScopedRead


code: TPhysicsSceneGuardScopedWrite ( MutexType & InMutex )


code: TPhysicsSceneGuardScopedWrite &40; const TPhysicsSceneGuardScopedWrite & &41;


code: TPhysicsSceneGuardScopedWrite &40; TPhysicsSceneGuardScopedWrite && &41;


className: TPhysicsSceneGuardScopedWrite

description: Implements a RAII scoped write lock around a generic mutex.

code: template<typename MutexType> class TPhysicsSceneGuardScopedWrite


className: TRwFifoLock

description: A first-in, first-out "fair" read-write lock around a generic mutex Given a mutex (either just FCriticalSection or some custom lock) this class implements a fair lock. Any number of readers can enter the lock but as soon as a writer attempts to enter the lock all subsequent readers are forced to wait until the current readers leave the lock and the writer gets a chance to perform its operation. Once the write is completed the waiting readers are able to resume. This ensures we do not end up in a situation where we have a write waiting but many reads end up constantly forcing the write to wait. In a physics context a write on the game thread is time-critical and we want that thread to resume as soon as possible by pausing any reads (scene queries) until the write is finished

code: template<typename MutexType> class TRwFifoLock


code: template<typename... ArgTs> TThreadCheckedData ( ArgTs... Args )


className: TThreadCheckedData

description: This is a wrapper around a piece of data which adds execution thread access checks.

code: template<typename T, typename CheckT> class TThreadCheckedData


description: Always refresh the same variable. TTripleBufferedDataIntBuffer;...int*MyCopy=IntBuffer.ExchangeConsumerBuffer();intX=*MyCopy;//OkMyCopy=IntBuffer.ExchangeConsumerBuffer();//MemholdingXreturnedtoproducerthread.intY=*MyCopy;//Ok


description: Instead, always reuse the same shared pointer, or dereference the returned shared pointer if you're not worried about copying the data. TTripleBufferedDataIntBuffer;...int*MyCopy=IntBuffer.ExchangeProducerBuffer();(*MyCopy)=1;//OkMyCopy=IntBuffer.ExchangeProducerBuffer();//Memholding"1"nowavailabletoconsumerthread.(*MyCopy)=2;//Ok


description: Non-copyable and non-movable, due toTAtomicmember.

code: TTripleBufferedData &40; TTripleBufferedData && Other &41;


code: TTripleBufferedData &40; const TTripleBufferedData & &41;


className: TTripleBufferedData

code: template<class DataType> class TTripleBufferedData


className: FRemovalDataArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FRemovalData](API\Runtime\Chaos\Chaos\FRemovalData) > FRemovalDataArray


className: FRemovalEventData

code: struct FRemovalEventData

PhysicsProxyToRemovalIndices

type: FIndicesByPhysi...

RemovalData

type: FAllRemovalData


className: FResimDebugInfo

code: struct FResimDebugInfo

ResimTime

type: double


code: template<> void AccumulateErrorIfNecessary ( [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) & Obj, const [FFrameAndPhase](API\Runtime\Chaos\FFrameAndPhase) FrameAndPhase )


code: template<typename TObj> void AccumulateErrorIfNecessary &40; TObj & Handle, const FFrameAndPhase FrameAndPhase &41;


description: Add Inputs history to the rewind datas for future use while resimulating

code: void AddInputsHistory ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBaseRewindHistory](API\Runtime\Chaos\FBaseRewindHistory) > & InputsHistory )


description: Add states history to the rewind datas for future use while rewinding

code: void AddStatesHistory ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBaseRewindHistory](API\Runtime\Chaos\FBaseRewindHistory) > & StatesHistory )


code: template<typename CreateCache> void AdvanceFrame ( [FReal](API\Runtime\ChaosCore\Chaos\FReal) DeltaTime, const CreateCache & CreateCacheFunc )


description: Apply the inputs from all the history Inputs datas

code: void ApplyInputs ( const int32 ApplyFrame, const bool bResetSolver )


code: void BufferPhysicsResults ( [TMap](API\Runtime\Core\Containers\TMap)< const [FSingleParticlePhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FSingleParticlePhysicsProxy) *, struct [FDirtyRigidParticleReplicationErrorData](API\Runtime\Chaos\Chaos\FDirtyRigidParticleReplicationEr-) > & DirtyRigidErrors )


description: Clear all the simulation history after Frame

code: void ClearPhaseAndFuture ( [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) & Handle, int32 Frame, [FFrameAndPhase::EParticleHistoryPhase](API\Runtime\Chaos\FFrameAndPhase\EParticleHistoryPhase) Phase )


code: void DumpHistory_Internal ( const int32 FramePrintOffset, const [FString](API\Runtime\Core\Containers\FString) & Filename )


description: Extend the current history size to be sure to include the given frame

code: void ExtendHistoryWithFrame ( const int32 Frame )


description: Extract some history information before cleaning/pushing state

code: void ExtractHistoryState ( [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) & Handle, int32 & PositionValidCount, int32 & VelocityValidCount, int32 & PositionNextIterator, int32 & VelocityNextIterator )


className: FDirtyJointInfo

code: typedef TDirtyObjectInfo< [FJointStateBase](API\Runtime\Chaos\FJointStateBase), [FPBDJointConstraintHandle](API\Runtime\Chaos\Chaos\FPBDJointConstraintHandle) > FDirtyJointInfo


className: FDirtyParticleInfo

code: typedef TDirtyObjectInfo< [FGeometryParticleStateBase](API\Runtime\Chaos\FGeometryParticleStateBase), [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) > FDirtyParticleInfo


description: Find the first previous valid frame having received physics target from the server

code: int32 FindValidResimFrame ( const int32 RequestedFrame )


code: [IResimCacheBase](API\Runtime\Chaos\Chaos\IResimCacheBase) * GetCurrentStepResimCache() const


code: [FReal](API\Runtime\ChaosCore\Chaos\FReal) GetDeltaTimeForFrame ( int32 Frame ) const


code: int32 GetEarliestFrame_Internal() const


description: Number of particles that we're currently storing history for.

code: int32 GetNumDirtyParticles() const


description: Query the state of joints from the past. Can only be used when not already resimming

code: [FJointState](API\Runtime\Chaos\FJointState) GetPastJointStateAtFrame ( const [FPBDJointConstraintHandle](API\Runtime\Chaos\Chaos\FPBDJointConstraintHandle) & Handle, int32 Frame, [FFrameAndPhase::EParticleHistoryPhase](API\Runtime\Chaos\FFrameAndPhase\EParticleHistoryPhase) Phase ) const


description: Query the state of particles from the past. Can only be used when not already resimming

code: [FGeometryParticleState](API\Runtime\Chaos\FGeometryParticleState) GetPastStateAtFrame ( const [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) & Handle, int32 Frame, [FFrameAndPhase::EParticleHistoryPhase](API\Runtime\Chaos\FFrameAndPhase\EParticleHistoryPhase) Phase ) const


description: Get and set the frame we resimulate from

code: int32 GetResimFrame()


description: Return the rewind data solver

code: const [FPBDRigidsSolver](API\Runtime\Chaos\FPBDRigidsSolver) * GetSolver() const


code: void Init ( [FPBDRigidsSolver](API\Runtime\Chaos\FPBDRigidsSolver) * InSolver, int32 NumFrames, bool InResimOptimization, int32 InCurrentFrame )


code: void MarkDirtyFromPT ( [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) & Handle )


code: void MarkDirtyJointFromPT ( [FPBDJointConstraintHandle](API\Runtime\Chaos\Chaos\FPBDJointConstraintHandle) & Handle )


code: void PushGTDirtyData ( const [FDirtyPropertiesManager](API\Runtime\Chaos\Chaos\FDirtyPropertiesManager) & SrcManager, const int32 SrcDataIdx, const [FDirtyProxy](API\Runtime\Chaos\Chaos\FDirtyProxy) & Dirty, const [FShapeDirtyData](API\Runtime\Chaos\Chaos\FShapeDirtyData) * ShapeDirtyData )


code: void PushPTDirtyData ( [TPBDRigidParticleHandle](API\Runtime\Chaos\Chaos\TPBDRigidParticleHandle)< [FReal](API\Runtime\ChaosCore\Chaos\FReal), 3 > & Rigid, const int32 SrcDataIdx )


description: Push a physics state in the rewind datas at some frame

code: void PushStateAtFrame ( [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) & Handle, int32 Frame, [FFrameAndPhase::EParticleHistoryPhase](API\Runtime\Chaos\FFrameAndPhase\EParticleHistoryPhase) Phase, const FVector & Position, const FQuat & Quaternion, const FVector & LinVelocity, const FVector & AngVelocity, const bool bShouldSleep )


code: void RemoveObject ( const [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) * Particle )


description: Remove Inputs history from the rewind datas

code: void RemoveInputsHistory ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBaseRewindHistory](API\Runtime\Chaos\FBaseRewindHistory) > & InputsHistory )


code: void RemoveObject ( const [FPBDJointConstraintHandle](API\Runtime\Chaos\Chaos\FPBDJointConstraintHandle) * Joint )


description: Remove states history from the rewind datas

code: void RemoveStatesHistory ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBaseRewindHistory](API\Runtime\Chaos\FBaseRewindHistory) > & StatesHistory )


description: Restore some history information after cleaning/pushing state

code: void RestoreHistoryState ( [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) & Handle, const int32 & PositionValidCount, const int32 & VelocityValidCount, const int32 & PositionNextIterator, const int32 & VelocityNextIterator )


description: Rewind the states from all the history states datas

code: void RewindStates ( const int32 RewindFrame, const bool bResetSolver )


code: void SetTargetStateAtFrame ( [FGeometryParticleHandle](API\Runtime\Chaos\Chaos\FGeometryParticleHandle) & Handle, const int32 Frame, [FFrameAndPhase::EParticleHistoryPhase](API\Runtime\Chaos\FFrameAndPhase\EParticleHistoryPhase) Phase, const FVector & Position, const FQuat & Quaternion, const FVector & LinVelocity, const FVector & AngVelocity, const bool bShouldSleep )


code: FRewindData ( [FPBDRigidsSolver](API\Runtime\Chaos\FPBDRigidsSolver) * InSolver, int32 NumFrames, bool InResimOptimization, int32 InCurrentFrame )


code: [FPerShapeDataStateBase](API\Runtime\Chaos\FPerShapeDataStateBase) & FindOrAdd ( const int32 ShapeIdx )


className: FShapesArrayStateBase

code: struct FShapesArrayStateBase

PerShapeData

type: TArray<FPerSha...


className: FSleepingDataArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FSleepingData](API\Runtime\Chaos\Chaos\FSleepingData) > FSleepingDataArray


className: FSleepingEventData

code: struct FSleepingEventData

SleepingData

type: FSleepingDataAr...


code: bool Pass ( const [Chaos::FBreakingData](API\Runtime\Chaos\Chaos\FBreakingData) & InData ) const


code: void SpawnProxyIfNeeded ( [FSingleParticlePhysicsProxy](API\Runtime\Chaos\PhysicsProxy\FSingleParticlePhysicsProxy) & Proxy )


code: void UpdateFilterSettings ( const [FSolverBreakingFilterSettings](API\Runtime\Chaos\FSolverBreakingFilterSettings) & InSettings )


code: FSolverBreakingEventFilter ( const [FSolverBreakingFilterSettings](API\Runtime\Chaos\FSolverBreakingFilterSettings) & InSettings )


className: FSolverBreakingEventFilter

code: class FSolverBreakingEventFilter

Settings

type: FSolverBreaking...


className: FSolverBreakingFilterSettings

code: struct FSolverBreakingFilterSettings

FilterEnabled

type: bool

description: Filter is enabled.

MinMass

type: float

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

MinSpeed

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


code: bool Pass ( const [Chaos::FCollidingData](API\Runtime\Chaos\Chaos\FCollidingData) & InData ) const


code: void UpdateFilterSettings ( const [FSolverCollisionFilterSettings](API\Runtime\Chaos\FSolverCollisionFilterSettings) & InSettings )


code: FSolverCollisionEventFilter ( const [FSolverCollisionFilterSettings](API\Runtime\Chaos\FSolverCollisionFilterSettings) & InSettings )


className: FSolverCollisionEventFilter

code: class FSolverCollisionEventFilter

Settings

type: FSolverCollisio...


className: FSolverCollisionFilterSettings

code: struct FSolverCollisionFilterSettings

FilterEnabled

description: Filter is enabled.

MinImpulse

description: The minimum impulse threshold for the results.


code: [FSolverBreakingEventFilter](API\Runtime\Chaos\FSolverBreakingEventFilter) * GetBreakingFilter() const


description: Const access

code: [FSolverCollisionEventFilter](API\Runtime\Chaos\FSolverCollisionEventFilter) * GetCollisionFilter() const


description: Non-const access


code: [FSolverRemovalEventFilter](API\Runtime\Chaos\FSolverRemovalEventFilter) * GetRemovalFilter() const


code: [FSolverTrailingEventFilter](API\Runtime\Chaos\FSolverTrailingEventFilter) * GetTrailingFilter() const


code: bool IsBreakingEventEnabled() const


code: bool IsCollisionEventEnabled() const


code: bool IsTrailingEventEnabled() const


code: void SetGenerateCollisionEvents ( bool bDoGenerate )


code: void SetGenerateBreakingEvents ( bool bDoGenerate )


code: void SetGenerateRemovalEvents ( bool bDoGenerate )


code: void SetGenerateTrailingEvents ( bool bDoGenerate )


className: FSolverEventFilters

description: Container for the Solver Event Filters that have settings exposed through the Solver Actor

code: class FSolverEventFilters


code: bool Pass ( const [Chaos::FRemovalData](API\Runtime\Chaos\Chaos\FRemovalData) & InData ) const


code: void UpdateFilterSettings ( const [FSolverRemovalFilterSettings](API\Runtime\Chaos\FSolverRemovalFilterSettings) & InSettings )


code: FSolverRemovalEventFilter ( const [FSolverRemovalFilterSettings](API\Runtime\Chaos\FSolverRemovalFilterSettings) & InSettings )


className: FSolverRemovalEventFilter

code: class FSolverRemovalEventFilter

Settings

type: FSolverRemovalF...


className: FSolverRemovalFilterSettings

code: struct FSolverRemovalFilterSettings

FilterEnabled

description: Filter is enabled.


className: FSolverStateStorage

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

code: struct FSolverStateStorage

ActiveProxies

type: TArray< Chaos::...


code: bool Pass ( const [Chaos::FTrailingData](API\Runtime\Chaos\Chaos\FTrailingData) & InData ) const


code: void UpdateFilterSettings ( const [FSolverTrailingFilterSettings](API\Runtime\Chaos\FSolverTrailingFilterSettings) & InSettings )


code: FSolverTrailingEventFilter ( const [FSolverTrailingFilterSettings](API\Runtime\Chaos\FSolverTrailingFilterSettings) & InSettings )


className: FSolverTrailingEventFilter

code: class FSolverTrailingEventFilter

Settings

type: FSolverTrailing...


className: FSolverTrailingFilterSettings

code: struct FSolverTrailingFilterSettings

FilterEnabled

description: Filter is enabled.


className: FTimeResource

description: Base class for data that requires time of creation to be recorded

code: struct FTimeResource

TimeCreated

type: FReal


className: FTrailingDataArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FTrailingData](API\Runtime\Chaos\Chaos\FTrailingData) > FTrailingDataArray


className: FTrailingEventData

code: struct FTrailingEventData

TrailingData

type: FAllTrailingDat...


description: Construct

code: void Construct()


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


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


code: FTransformDynamicCollection ( [FTransformDynamicCollection](API\Runtime\Chaos\FTransformDynamicCollection) & )


code: FTransformDynamicCollection ( [FTransformDynamicCollection](API\Runtime\Chaos\FTransformDynamicCollection) && )


className: FTransformDynamicCollection

description: Stores per instance data for transforms and hierarchy information

code: class FTransformDynamicCollection : public [FManagedArrayCollection](API\Runtime\Chaos\GeometryCollection\FManagedArrayCollection)

Children

type: TManagedArray< ...

Transform

description: Transform Group.


description: Create the facade attributes.

code: void DefineSchema()


description: BoundingBox access

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


description: BoundingBox for the whole collection in Collection space


description: Returns the positions of the vertices of an FBox

code: static [TArray](API\Runtime\Core\Containers\TArray)< FVector > GetBoundingBoxVertexPositions ( const FBox & InBox )


description: Centroids (Centers of BoundingBoxes) access

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


description: TransformToGeometryIndex Access

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


description: Is the facade defined constant.

code: bool IsConst() const


description: Is the Facade defined on the collection?

code: bool IsValid() const


description: UpdateBoundingBox

code: void UpdateBoundingBox ( bool bSkipCheck )


description: FBoundsFacadeConstuctor

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


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


className: FBoundsFacade

description: Defines common API for calculating the bounding box on a collection

code: class FBoundsFacade


code: void CopyAnchoredAttribute ( const [FCollectionAnchoringFacade](API\Runtime\Chaos\GeometryCollection\Facades\FCollectionAnchoringFacade) & Other )


code: [EObjectStateType](API\Runtime\Chaos\Chaos\Chaos__EObjectStateType) GetInitialDynamicState ( int32 TransformIndex ) const


description: Facade Functionality


description: Is the facade defined from a constant collection.


code: bool IsAnchored ( int32 TransformIndex ) const


description: Valid if all accessors arrays are available


code: void SetAnchored ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TransformIndices, bool bValue )


code: void SetAnchored ( int32 TransformIndex, bool bValue )


code: void SetInitialDynamicState ( int32 TransformIndex, [EObjectStateType](API\Runtime\Chaos\Chaos\Chaos__EObjectStateType) State )


code: void SetInitialDynamicState ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TransformIndices, [EObjectStateType](API\Runtime\Chaos\Chaos\Chaos__EObjectStateType) State )


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


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


className: FCollectionAnchoringFacade

description: Provides an API to define anchoring properties on a collection

code: class FCollectionAnchoringFacade


description: Remove the attributes

code: void ClearAttributes()


description: Connect two bones

code: void Connect ( int32 BoneA, int32 BoneB )


description: Connect two bones

code: void ConnectWithContact ( int32 BoneA, int32 BoneB, float ContactArea )


description: Create the facade attributes.

code: void DefineSchema()


description: Enable or disable the Contact Area attribute

code: void EnableContactAreas ( bool bEnable, float DefaultContactArea )


description: Get the contact area for the ConnectionIndex.

code: float GetConnectionContactArea ( int32 ConnectionIndex ) const


description: Get the transform indices for the ConnectionIndex.

code: TPair< int32, int32 > GetConnection ( int32 ConnectionIndex ) const


description: Verifies the connections indices are valid indices into the Collection's Transform group.

code: bool HasValidConnections() const


description: Does the collection support the facade.

code: bool IsValid() const


description: Is the facade defined constant.

code: bool IsConst() const


description: Number of connection edges.

code: int32 NumConnections() const


description: Reserve space for a number of additional connections

code: void ReserveAdditionalConnections ( int32 NumAdditionalConnections )


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


description: Remove all edge connections, but keep the connection attributes.

code: void ResetConnections()


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


description: Add the necessary attributes if they are missing


className: FCollectionConnectionGraphFacade

description: Provides an API for connection-graph related attributes

code: class FCollectionConnectionGraphFacade

ConnectionEdgeContactAttribute

type: TManagedArrayAc...


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


description: Adds exploded vector to global matrices translation

code: void UpdateGlobalMatricesWithExplodedVectors ( [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InOutGlobalTransforms ) const


code: void UpdateGlobalMatricesWithExplodedVectors ( [TArray](API\Runtime\Core\Containers\TArray)< FMatrix > & InOutGlobalMatrices ) const


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


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


className: FCollectionExplodedVectorFacade

code: class FCollectionExplodedVectorFacade


description: Create the facade attributes.

code: void DefineSchema()


className: EPersistencePolicy

code: enum EPersistencePolicy { KeepExistingPersistence, MustBePersistent, }


description: Update level attribute for all elements (and create it if it is missing )  PersistencePolicy whether to make the attribute persistent or keep the existing state

code: void GenerateLevelAttribute()


description: Get set of children from a transform index, or nullptr if not available

code: const [TSet](API\Runtime\Core\Containers\TSet)< int32 > * FindChildren ( int32 TransformIndex ) const


description: Get initial level of a specific transform index If the attribute is missing return INDEX_NONE

code: int32 GetInitialLevel ( int32 TransformIndex ) const


description: Get direct children from a specific transform index. Assumes parent attribute is valid.

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


description: Get parent of a specific transform index

code: int32 GetParent ( int32 TransformIndex ) const


description: Get the root index

code: int32 GetRootIndex() const


description: Get the root indicies

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


description: Get the root indicies

code: static [TArray](API\Runtime\Core\Containers\TArray)< int32 > GetRootIndices ( const [TManagedArrayAccessor](API\Runtime\Chaos\GeometryCollection\TManagedArrayAccessor)< int32 > & ParentAttribute )


description: Get transform indices in a depth first order

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


description: Is this facade const access

code: bool IsConst() const


description: Whether the level attribute is available

code: bool HasLevelAttribute() const


description: Whether the level attribute is persistent

code: bool IsLevelAttributePersistent() const


description: Valid if parent and children arrays are available

code: bool IsValid() const


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


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


description: Create the facade attributes.

code: void DefineSchema()


className: FCollectionHierarchyFacade

description: Provides an API to read and manipulate hierarchy in a managed array collection

code: class FCollectionHierarchyFacade


description: Is the facade defined constant.


description: Get the total number of indices

code: int32 GetNumIndices() const


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


description: Set the instance mesh index for specific transform index

code: void SetIndex ( int32 TransformIndex, int32 InstanceMeshIndex )


description: Get the instance mesh index for specific transform index

code: int32 GetIndex ( int32 TransformIndex ) const


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


className: FCollectionInstancedMeshFacade

code: class FCollectionInstancedMeshFacade


description: Returns the vertex indices of the face for the bone Bakes the transforms into the vertex positions and sets the bone transforms to identity

code: void BakeTransform ( int32 TransformIdx, const FTransform & InTransform )


description: Add the necessary attributes if they are missing


description: Returns the face indices for the bone

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


description: Returns the vertex indicies for the bone

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


description: Returns the vertex positions for the bone in bone space

code: const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FVector3f > GetVertexPositions ( int32 BoneIdx ) const


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


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


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


description: Get a specific value by index

code: const [FRemoveOnBreakData](API\Runtime\Chaos\GeometryCollection\Facades\FRemoveOnBreakData) GetData ( int32 Index ) const


className: FCollectionMeshFacade

code: class FCollectionMeshFacade : public [GeometryCollection::Facades::FCollectionUVFacade](API\Runtime\Chaos\GeometryCollection\Facades\FCollectionUVFacade)


description: Create the facade attributes.


description: Is this facade const access

code: bool IsConst() const


description: Valid if related attributes are available

code: bool IsValid() const


description: Remove the facade attributes

code: void RemoveSchema()


description: Set a specific value to a array of transforms

code: void SetFromIndexArray ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Indices, const [FRemoveOnBreakData](API\Runtime\Chaos\GeometryCollection\Facades\FRemoveOnBreakData) & Data )


description: Set a specific value to all transforms

code: void SetToAll ( const [FRemoveOnBreakData](API\Runtime\Chaos\GeometryCollection\Facades\FRemoveOnBreakData) & Data )


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


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


className: FCollectionRemoveOnBreakFacade

description: Provide an API to set and get removal on break data on a collection

code: class FCollectionRemoveOnBreakFacade


description: Builds a FTransform from all the components

code: static FTransform BuildTransform ( const FVector & Translate, const uint8 RotationOrder, const FVector & Rotate, const FVector & Scale, const float UniformScale, const FVector & RotatePivot, const FVector & ScalePivot, const bool InvertTransformation )


description: Builds a FMatrix from all the components

code: static FMatrix BuildMatrix ( const FVector & Translate, const uint8 RotationOrder, const FVector & Rotate, const FVector & Scale, const FVector & Shear, const float UniformScale, const FVector & RotatePivot, const FVector & ScalePivot, const bool InvertTransformation )


description: Returns array of transforms for transforming from bone space to collection space Vertex(inCollectionSpace) = TransformComputed.TransformPosition(Vertex(inBoneSpace))

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


description: Returns the transform for transforming from bone space to collection space for specified bone Vertex(inCollectionSpace) = TransformComputed.TransformPosition(Vertex(inBoneSpace))

code: FTransform ComputeCollectionSpaceTransform ( int32 BoneIdx ) const


description: Creates the facade attributes.

code: void DefineSchema()


description: Returns the child indicesfrom the collection. Null if not initialized.

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


description: Returns the parent indices from the collection. Null if not initialized.

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


description: Gets the root index

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


description: Is the facade defined constant.


description: Valid if parent and children arrays are available


description: Sets the selected bone's transform to identity

code: void SetBoneTransformToIdentity ( int32 BoneIdx )


code: const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< FTransform > * FindTransforms() const


description: Transforms the pivot of a collection

code: void SetPivot ( const FTransform & InTransform )


description: Transforms collection

code: void Transform ( const FTransform & InTransform )


description: Transforms selected bones in the collection

code: void Transform ( const FTransform & InTransform, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InSelection )


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


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


className: FCollectionTransformFacade

description: Provides an API to read and manipulate hierarchy in a managed array collection

code: class FCollectionTransformFacade


description: Returns indices of bones where BoundingBox of the bone is inside InBox

code: bool CanSelectBoundingBoxInBox() const


description: Returns indices of bones where BoundingBox of the bone is inside a sphere


description: Returns indices of bones where centroid of the bone is inside InBox

code: bool CanSelectCentroidInBox() const


description: Returns indices of bones where centroid of the bone is inside a sphere

code: bool CanSelectCentroidInSphere() const


description: Returns indices of bones where all the vertices or at least one vertex of the bone is inside InBox

code: bool CanSelectVerticesInBox() const


description: Returns indices of bones where all the vertices or at least one vertex of the bone is inside a sphere

code: bool CanSelectVerticesInSphere() const


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


description: Convert a FaceSelection to a TransformSelection, if bAllElementsMustBeSelected is true then all faces of a transform must be selected for the transform to be selected

code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > ConvertFaceSelectionToTransformSelection ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InFaceSelection, bool bAllElementsMustBeSelected ) const


description: Convert a FaceSelection to a VertexSelection

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


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


code: void ConvertSelectionToRigidNodes ( const int32 Index, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InSelection ) const


description: Replace any Embedded or Rigid transforms in InOutSelection with their parent cluster. If there is just a rigid root node selected, optionally keep it if bLeaveRigidRoot is true.

code: void ConvertSelectionToClusterNodes ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InOutSelection, bool bLeaveRigidRoots ) const


description: Convert a TransformSelection to a FaceSelection

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


description: Convert a VertexSelection to a TransformSelection, if bAllElementsMustBeSelected is true then all vertices of a transform must be selected for the transform to be selected

code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > ConvertVertexSelectionToTransformSelection ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InVertexSelection, bool bAllElementsMustBeSelected ) const


description: Convert a TransformSelection to a VertexSelection

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


description: Convert a VertexSelection to a FaceSelection, if bAllElementsMustBeSelected is true then all vertices of a face must be selectod for the face to be selected

code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > ConvertVertexSelectionToFaceSelection ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InVertexSelection, bool bAllElementsMustBeSelected ) const


description: Create the facade attributes.

code: void DefineSchema()


description: Get bones filtered by the level as they would be in the editor; i.e., the bones with level <= the target Level, but with some additional logic for filtering, etc

code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > GetBonesByLevel ( const int32 Level, bool bOnlyClusteredOrRigid, bool bSkipFiltered ) const


description: Get bones exactly at a target level. A target level of -1 will return all bones.

code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > GetBonesExactlyAtLevel ( const int32 TargetLevel, bool bOnlyClusteredOrRigid ) const


code: bool IsARootBone ( const int32 Index ) const


code: bool HasSelectedAncestor ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InSelection, const int32 Index ) const


description: Is the facade defined constant.

code: bool IsConst() const


description: Is the Facade defined on the collection?

code: bool IsValid() const


code: bool IsValidBone ( const int32 Index ) const


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


code: void Sanitize ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InSelection, bool bFavorParents ) const


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


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


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


description: Returns indices of bones where centroid of the bone is inside a convex hull Select by a float attribute in the collection, it can be any existing float attribute specified by GroupName/AttrName

code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > SelectByFloatAttribute ( [FString](API\Runtime\Core\Containers\FString) GroupName, [FString](API\Runtime\Core\Containers\FString) AttrName, float Min, float Max, bool bInclusive, bool bInsideRange ) const


description: Select by an int attribute in the collection, it can be any existing int attribute specified by GroupName/AttrName

code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > SelectByIntAttribute ( [FString](API\Runtime\Core\Containers\FString) GroupName, [FString](API\Runtime\Core\Containers\FString) AttrName, int32 Min, int32 Max, bool bInclusive, bool bInsideRange ) const


code: static void SelectByPercentage ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InOutSelection, int32 Percentage, bool Deterministic, float RandomSeed )


description: Select transforms by their Size or Relative Size

code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > SelectBySize ( float SizeMin, float SizeMax, bool bInclusive, bool bInsideRange, bool bUseRelativeSize ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > SelectByVolume ( float VolumeMin, float VolumeMax, bool bInclusive, bool bInsideRange ) const