Member | Type | Offset | Share |
---|---|---|---|
PhysicalMaterial
ChaosPhysicsPhysical Properties |
UChaosPhysicalMaterial* | 0xb8 | |
ChaosSolverActor
Chaos RBD Solver |
AChaosSolverActor* | 0xc0 | |
OverridePhysicsAsset | UPhysicsAsset* | 0xc8 | |
bSimulating
ChaosPhysics | GeneralWhen Simulating is enabled the Component will initialize its rigid bodies within the solver. |
bool | 0xd0 | |
bNotifyCollisions
If true, this component will get collision notification events ( |
bool | 0xd1 | |
ObjectType
ObjectType defines how to initialize the rigid collision structures. |
EObjectStateTypeEnum | 0xd2 | |
Density
Density / mass. |
float | 0xd4 | |
MinMass | float | 0xd8 | |
MaxMass | float | 0xdc | |
CollisionType
ChaosPhysics | CollisionsCollisionType defines how to initialize the rigid collision structures. |
ECollisionTypeEnum | 0xe0 | |
ImplicitShapeParticlesPerUnitArea
Number of particles to generate per unit area (square cm). |
float | 0xe4 | |
ImplicitShapeMinNumParticles
Minimum number of particles for each implicit shape. |
int32_t | 0xe8 | |
ImplicitShapeMaxNumParticles
Maximum number of particles for each implicit shape. |
int32_t | 0xec | |
MinLevelSetResolution
Resolution on the smallest axes for the level set. (def: 5) |
int32_t | 0xf0 | |
MaxLevelSetResolution
Resolution on the smallest axes for the level set. (def: 10) |
int32_t | 0xf4 | |
CollisionGroup
Collision group - 0 = collides with all, -1 = none |
int32_t | 0xf8 | |
InitialVelocityType
ChaosPhysics | Clustering ChaosPhysics | Initial VelocityWhere to pull initial velocity from - user defined or animation. |
EInitialVelocityTypeEnum | 0xfc | |
InitialLinearVelocity
Initial linear velocity. |
FVector | 0x100 | |
InitialAngularVelocity
Initial angular velocity. |
FVector | 0x10c | |
OnChaosPhysicsCollision
Collision |
FMulticastInlineDelegate | 0x118 |