50 results for "physics"
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.
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.
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.
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.
Returns the velocity of the actor in cm/s.
Returns the pawn's current velocity vector in world space.
Returns true if any component of this actor overlaps any component of the given actor.
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.
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.
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.
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.
BlueprintImplementableEvent called each frame while the character's movement mode is set to Custom.