RealDocs

50 results for "physics"

function
UActorComponent::AllowsAsyncPhysicsStateCreation Engine

Override to return true to allow this component's physics state to be created on a background physics thread instead of the game thread.

function
UActorComponent::AllowsAsyncPhysicsStateDestruction Engine

Override to return true to allow this component's physics state to be torn down on a background physics thread.

function
AActor::AsyncPhysicsTickActor Engine

C++ virtual called each physics sub-step when async physics ticking is enabled.

function
UActorComponent::AsyncPhysicsTickComponent Engine

Override to implement custom logic executed every physics sub-step on the physics thread.

function
UActorComponent::CreatePhysicsState Engine

Triggers creation of any physics engine information for this component by calling OnCreatePhysicsState.

function
UActorComponent::DestroyPhysicsState Engine

Shuts down any physics engine structures for this component by calling OnDestroyPhysicsState.

function
AActor::DisableComponentsSimulatePhysics Engine

Calls SetSimulatePhysics(false) on every primitive component owned by this actor, stopping all physics simulation in one call.

function
AActor::DispatchPhysicsCollisionHit Engine

Called by the physics engine when two rigid bodies collide.

function
UActorComponent::GetAsyncPhysicsStateObject Engine

Returns the UObject (typically this component itself) that the async physics state job queue uses to identify and schedule work.

function
AActor::GetPhysicsReplicationMode Engine

Returns the current physics replication mode set on this actor.

function
AActor::GetPhysicsVolume Engine

Returns the APhysicsVolume that is currently affecting this actor.

function
APawn::GetPhysicsVolume Engine

Returns the physics volume that currently contains this pawn.

function
UActorComponent::IsAsyncCreatePhysicsStateRunning Engine

Returns true if the component is currently in the process of asynchronously creating its physics state on a background scene.

function
UActorComponent::IsAsyncDestroyPhysicsStateRunning Engine

Returns true if the component is currently in the process of asynchronously destroying its physics state on a background scene.

function
UActorComponent::IsAsyncPhysicsStateCreated Engine

Returns true when the async physics state creation job has completed and the physics state is fully live.

function
UActorComponent::IsPhysicsStateCreated Engine

Returns true if the physics state (e.

function
UActorComponent::OnAsyncCreatePhysicsState Engine

Called on a background physics thread to perform the actual async physics state creation work.

function
UActorComponent::OnAsyncCreatePhysicsStateEnd_GameThread Engine

Called on the game thread after OnAsyncCreatePhysicsState returns true, signalling that async physics construction is complete.

function
UActorComponent::OnAsyncDestroyPhysicsState Engine

Called asynchronously to destroy the physics state for this component.

function
UActorComponent::OnAsyncDestroyPhysicsStateBegin_GameThread Engine

Called on the game thread immediately before async physics state destruction begins.

function
UActorComponent::OnAsyncDestroyPhysicsStateEnd_GameThread Engine

Called on the game thread after async physics state destruction completes.

function
AActor::PostNetReceivePhysicState Engine

Called on simulated proxies when physics state (location, rotation, velocity, and angular velocity) is received from ReplicatedMovement.

function
AActor::ReceiveAsyncPhysicsTick Engine

Blueprint implementable event called every physics sub-step when async physics ticking is enabled on this actor.

function
UActorComponent::ReceiveAsyncPhysicsTick Engine

Blueprint-implementable event called on each async physics sub-step when bAsyncPhysicsTickEnabled is true.

function
UActorComponent::RecreatePhysicsState Engine

Immediately destroys and recreates the physics state for this component.

function
AActor::RegisterAsFocalPointInPhysicsReplicationLOD Engine

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.

function
AActor::SetFakeNetPhysicsState Engine

Forces the physics body of this actor into a fake network-replicated sleep or wake state, used exclusively with EPhysicsReplicationMode::PredictiveInterpolation.

function
AActor::SetPhysicsReplicationMode Engine

Sets the physics replication mode for this actor, controlling how physics state is synchronized from server to clients.

function
UPrimitiveComponent::SetSimulatePhysics Engine

Enables or disables physics simulation on the component.

function
AActor::UnregisterAsFocalPointInPhysicsReplicationLOD Engine

Removes this actor's root component physics object from the Physics Replication LOD focal point list, reverting it to standard LOD priority.

function
UPrimitiveComponent::AddForce Engine

Applies a continuous force to the physics body each frame it is called.

function
UPrimitiveComponent::AddImpulse Engine

Applies an instantaneous impulse to the component's physics body.

function
ACharacter::ApplyDamageMomentum Engine

Applies an impulse to the character's movement component based on the incoming damage event.

function
UGameplayStatics::ApplyPointDamage Engine

Deals point damage to a specific actor, including directional hit information.

function
AActor::CanTriggerResimulation Engine

Returns whether this actor is allowed to trigger a physics resimulation when Physics Prediction is enabled.

function
ACharacter::FillAsyncInput Engine

Populates an FCharacterAsyncInput struct with the character's current state for handoff to the async Character Movement simulation.

function
UPrimitiveComponent::GetBodyInstance Engine

Returns the FBodyInstance for this component's physics body, providing direct access to low-level physics properties and operations.

function
ACharacter::GetCapsuleComponent Engine

Returns the CapsuleComponent used for movement collision.

function
APawn::GetGravityDirection Engine

Returns the current gravity direction vector for this pawn.

function
APawn::GetGravityTransform Engine

Returns a quaternion that transforms from world space into gravity-relative space, where the negative Z axis aligns with the gravity direction.

function
AActor::GetResimulationThreshold Engine

Returns the positional error threshold in centimeters beyond which this actor should force a physics resimulation when the Network Physics Prediction system is active.

function
UAnimInstance::GetSkelMeshComponent Engine

Returns the USkeletalMeshComponent that owns this anim instance.

function
AActor::GetVelocity Engine

Returns the velocity of the actor in cm/s.

function
APawn::GetVelocity Engine

Returns the pawn's current velocity vector in world space.

function
AActor::IsOverlappingActor Engine

Returns true if any component of this actor overlaps any component of the given actor.

function
UActorComponent::IsPreRegistered Engine

Returns true when this component has completed its pre-registration pass and is queued for full registration, but has not yet had its rendering and physics state created.

function
UActorComponent::IsPreRegistering Engine

Returns true while this component is in the pre-registering phase — after `RegisterComponent` has been called but before the component is fully registered and its physics/render state has been created.

function
UActorComponent::IsPreUnregistering Engine

Returns true while this component is transitioning through the pre-unregistering phase — `UnregisterComponent` has been initiated but render and physics teardown has not yet completed.

function
UActorComponent::IsRegistered Engine

Returns true if this component is currently registered with the world, meaning it is active, ticking (if enabled), and has its render and physics state initialized.

function
ACharacter::K2_UpdateCustomMovement Engine

BlueprintImplementableEvent called each frame while the character's movement mode is set to Custom.