void FPhysScene::AddForce_AssumesLocked(FBodyInstance* BodyInstance, const FVector& Force, bool bAllowSubstepping, bool bAccelChange) { #if WITH_PHYSX if (PxRigidBody * PRigidBody = BodyInstance->GetPxRigidBody_AssumesLocked()) { #if WITH_SUBSTEPPING uint32 BodySceneType = SceneType_AssumesLocked(BodyInstance); if (bAllowSubstepping && IsSubstepping(BodySceneType)) { FPhysSubstepTask * PhysSubStepper = PhysSubSteppers[BodySceneType]; PhysSubStepper->AddForce_AssumesLocked(BodyInstance, Force, bAccelChange); } else #endif { PRigidBody->addForce(U2PVector(Force), bAccelChange ? PxForceMode::eACCELERATION : PxForceMode::eFORCE, true); } } #endif }