50 results for "physics"
Performs the character's rotation update for the given time slice, combining ShouldRemainVertical(), GetDeltaRotation(), and (if bOrientRotationToMovement is set) ComputeOrientToMovementRotation().
Called by the engine whenever the character's UpdatedComponent enters a new physics volume.
Override to return true to allow this component's physics state to be created on a background physics thread instead of the game thread.
Override to return true to allow this component's physics state to be torn down on a background physics thread.
C++ virtual called each physics sub-step when async physics ticking is enabled.
Override to implement custom logic executed every physics sub-step on the physics thread.
Triggers creation of any physics engine information for this component by calling OnCreatePhysicsState.
Shuts down any physics engine structures for this component by calling OnDestroyPhysicsState.
Calls SetSimulatePhysics(false) on every primitive component owned by this actor, stopping all physics simulation in one call.
Called by the physics engine when two rigid bodies collide.
Returns the UObject (typically this component itself) that the async physics state job queue uses to identify and schedule work.
Returns the current physics replication mode set on this actor.
Returns the APhysicsVolume that is currently affecting this actor.
Returns the physics volume that currently contains this pawn.
Returns true if the component is currently in the process of asynchronously creating its physics state on a background scene.
Returns true if the component is currently in the process of asynchronously destroying its physics state on a background scene.
Returns true when the async physics state creation job has completed and the physics state is fully live.
Returns true if the physics state (e.
Called on a background physics thread to perform the actual async physics state creation work.
Called on the game thread after OnAsyncCreatePhysicsState returns true, signalling that async physics construction is complete.
Called asynchronously to destroy the physics state for this component.
Called on the game thread immediately before async physics state destruction begins.
Called on the game thread after async physics state destruction completes.
Called on simulated proxies when physics state (location, rotation, velocity, and angular velocity) is received from ReplicatedMovement.
Called after the synchronous physics scene finishes simulating for the frame, before cloth simulation runs.
The tick function object that drives PostPhysicsTickComponent, run after the physics scene has finished simulating for the frame.
Tick function that runs before the physics simulation step, used to feed movement-derived forces or velocity changes into physics before it advances.
Blueprint implementable event called every physics sub-step when async physics ticking is enabled on this actor.
Blueprint-implementable event called on each async physics sub-step when bAsyncPhysicsTickEnabled is true.
Immediately destroys and recreates the physics state for this component.
Registers this actor's root component physics object as a focal point in the Physics Replication LOD system, causing the engine to allocate higher-fidelity physics replication budget around this actor.
Forces the physics body of this actor into a fake network-replicated sleep or wake state, used exclusively with EPhysicsReplicationMode::PredictiveInterpolation.
Sets the physics replication mode for this actor, controlling how physics state is synchronized from server to clients.
Enables or disables physics simulation on the component.
Removes this actor's root component physics object from the Physics Replication LOD focal point list, reverting it to standard LOD priority.
When enabled, UpdateBasedMovement ignores collision with actors that are part of the character's current MovementBase, if that base is simulated by physics.
Applies a continuous force to the physics body each frame it is called.
Applies an instantaneous impulse to the component's physics body.
Applies an impulse to the character's movement component based on the incoming damage event.
Deals point damage to a specific actor, including directional hit information.
Returns whether this actor is allowed to trigger a physics resimulation when Physics Prediction is enabled.
Computes the target rotation the character should turn toward based on its current Acceleration, used by PhysicsRotation() when bOrientRotationToMovement is true.
Internal failsafe storage for a pending SetUpdatedComponent() call that arrived while a movement update was already in progress; StartNewPhysics() applies it once the update finishes.
Populates an FCharacterAsyncInput struct with the character's current state for handoff to the async Character Movement simulation.
Returns the FBodyInstance for this component's physics body, providing direct access to low-level physics properties and operations.
Returns the CapsuleComponent used for movement collision.
Returns the current gravity direction vector for this pawn.
Returns a quaternion that transforms from world space into gravity-relative space, where the negative Z axis aligns with the gravity direction.
Returns the positional error threshold in centimeters beyond which this actor should force a physics resimulation when the Network Physics Prediction system is active.
Returns the USkeletalMeshComponent that owns this anim instance.