| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/PhysicsEngine/PhysicsSettings.h |
Include |
#include "PhysicsEngine/PhysicsSettings.h" |
class UPhysicsSettings : public UDeveloperSettings
Default physics settings.
Name | Description | ||
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float |
AnimPhysicsMinDeltaTime |
Min Delta Time below which anim dynamics and rigidbody nodes will not simulate. |
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bDisableActiveActors |
If true, physx will not update unreal with any bodies that have moved during the simulation. |
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bDisableCCD |
If true CCD will be ignored. |
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bDisableKinematicKinematicPairs |
Whether to disable generating KK pairs, enabling this speeds up contact generation, however it is required when using APEX destruction. |
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bDisableKinematicStaticPairs |
Whether to disable generating KS pairs, enabling this makes switching between dynamic and static slower for actors - but speeds up contact generation by early rejecting these pairs |
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bEnable2DPhysics |
Can 2D physics be used (Box2D)? |
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bEnableEnhancedDeterminism |
If set to true, the scene will use enhanced determinism at the cost of a bit more resources. |
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bEnablePCM |
Enables persistent contact manifolds. |
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bEnableShapeSharing |
Enables shape sharing between sync and async scene for static rigid actors |
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bEnableStabilization |
Enables stabilization of contacts for slow moving bodies. |
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float |
BounceThresholdVelocity |
Minimum relative velocity required for an object to bounce. |
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bSimulateAnimPhysicsAfterReset |
Whether to simulate anim physics nodes in the tick where they're reset. |
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bSimulateSkeletalMeshOnDedicatedServer |
If true, simulate physics for this component on a dedicated server. |
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bSubstepping |
Whether to substep the physics simulation. |
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bSubsteppingAsync |
Whether to substep the async physics simulation. |
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bSupportUVFromHitResults |
If true, store extra information to allow FindCollisionUV to derive UV info from a line trace hit result, using the FindCollisionUV utility |
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bSuppressFaceRemapTable |
If true, the internal physx face to UE face mapping will not be generated. |
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bWarnMissingLocks |
Whether to warn when physics locks are used incorrectly. |
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ChaosSettings |
Chaos physics engine settings |
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float |
ContactOffsetMultiplier |
Contact offset multiplier. |
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DefaultBroadphaseSettings |
If we want to Enable MPB or not globally. |
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TEnumAsByte< ES... |
DefaultDegreesOfFreedom |
Useful for constraining all objects in the world, for example if you are making a 2D game using 3D environments. |
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float |
DefaultFluidFriction |
Default fluid friction for Physics Volumes. |
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float |
DefaultGravityZ |
Default gravity. |
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TEnumAsByte< EC... |
DefaultShapeComplexity |
Determines the default physics shape complexity. |
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float |
DefaultTerminalVelocity |
Default terminal velocity for Physics Volumes. |
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TEnumAsByte< EF... |
FrictionCombineMode |
Friction combine mode, controls how friction is computed for multiple materials. |
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float |
InitialAverageFrameRate |
Physics delta time initial average. |
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float |
MaxAngularVelocity |
Max angular velocity that a simulated object can achieve. |
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float |
MaxContactOffset |
Max Contact offset. |
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float |
MaxDepenetrationVelocity |
Max velocity which may be used to depenetrate simulated physics objects. 0 means no maximum. |
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float |
MaxPhysicsDeltaTime |
Max Physics Delta Time to be clamped. |
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float |
MaxSubstepDeltaTime |
Max delta time (in seconds) for an individual simulation substep. |
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MaxSubsteps |
Max number of substeps for physics simulation. |
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float |
MinContactOffset |
Min Contact offset. |
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PhysicalSurfaces |
PhysicalMaterial Surface Types. |
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PhysicErrorCorrection |
Error correction data for replicating simulated physics (rigid bodies) |
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int |
PhysXTreeRebuildRate |
The number of frames it takes to rebuild the PhysX scene query AABB tree. |
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RagdollAggregateThreshold |
Threshold for ragdoll bodies above which they will be added to an aggregate before being added to the scene |
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TEnumAsByte< EF... |
RestitutionCombineMode |
Restitution combine mode, controls how restitution is computed for multiple materials. |
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SimulateScratchMemorySize |
Amount of memory to reserve for PhysX simulate(), this is per pxscene and will be rounded up to the next 16K boundary |
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float |
SyncSceneSmoothingFactor |
Physics delta time smoothing factor for sync scene. |
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float |
TriangleMeshTriangleMinAreaThreshold |
Triangles from triangle meshes (BSP) with an area less than or equal to this value will be removed from physics collision data. |
Name | Description | |
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UPhysicsSettings ( |
Name | Description | ||
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UPhysicsSett... |
Get() |
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LoadSurfaceType() |
Load Material Type data from INI file this changes displayname meta data. |
Name | Description | ||
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CanEditChange ( |
Called by the editor to query whether a property of this object is allowed to be modified. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
Name | Description | ||
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bDefaultHasComplexCollision_DEPRECATED |
If true, static meshes will use per poly collision as complex collision by default. |
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TEnumAsByte< ES... |
LockedAxis_DEPRECATED |