UPhysicsSettings

Default physics settings.

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/PhysicsEngine/PhysicsSettings.h

Include

#include "PhysicsEngine/PhysicsSettings.h"

Syntax

class UPhysicsSettings : public UDeveloperSettings

Remarks

Default physics settings.

Variables

Name Description

Public variable

float

 

AnimPhysicsMinDeltaTime

Min Delta Time below which anim dynamics and rigidbody nodes will not simulate.

Public variable

bool

 

bDisableActiveActors

If true, physx will not update unreal with any bodies that have moved during the simulation.

Public variable

bool

 

bDisableCCD

If true CCD will be ignored.

Public variable

bool

 

bDisableKinematicKinematicPairs

Whether to disable generating KK pairs, enabling this speeds up contact generation, however it is required when using APEX destruction.

Public variable

bool

 

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

Public variable

bool

 

bEnable2DPhysics

Can 2D physics be used (Box2D)?

Public variable

bool

 

bEnableEnhancedDeterminism

If set to true, the scene will use enhanced determinism at the cost of a bit more resources.

Public variable

bool

 

bEnablePCM

Enables persistent contact manifolds.

Public variable

bool

 

bEnableShapeSharing

Enables shape sharing between sync and async scene for static rigid actors

Public variable

bool

 

bEnableStabilization

Enables stabilization of contacts for slow moving bodies.

Public variable

float

 

BounceThresholdVelocity

Minimum relative velocity required for an object to bounce.

Public variable

bool

 

bSimulateAnimPhysicsAfterReset

Whether to simulate anim physics nodes in the tick where they're reset.

Public variable

bool

 

bSimulateSkeletalMeshOnDedicatedServer

If true, simulate physics for this component on a dedicated server.

Public variable

bool

 

bSubstepping

Whether to substep the physics simulation.

Public variable

bool

 

bSubsteppingAsync

Whether to substep the async physics simulation.

Public variable

bool

 

bSupportUVFromHitResults

If true, store extra information to allow FindCollisionUV to derive UV info from a line trace hit result, using the FindCollisionUV utility

Public variable

bool

 

bSuppressFaceRemapTable

If true, the internal physx face to UE face mapping will not be generated.

Public variable

bool

 

bWarnMissingLocks

Whether to warn when physics locks are used incorrectly.

Public variable

FChaosPhysicsSe...

 

ChaosSettings

Chaos physics engine settings

Public variable

float

 

ContactOffsetMultiplier

Contact offset multiplier.

Public variable

FBroadphaseSett...

 

DefaultBroadphaseSettings

If we want to Enable MPB or not globally.

Public variable

TEnumAsByte< ES...

 

DefaultDegreesOfFreedom

Useful for constraining all objects in the world, for example if you are making a 2D game using 3D environments.

Public variable

float

 

DefaultFluidFriction

Default fluid friction for Physics Volumes.

Public variable

float

 

DefaultGravityZ

Default gravity.

Public variable

TEnumAsByte< EC...

 

DefaultShapeComplexity

Determines the default physics shape complexity.

Public variable

float

 

DefaultTerminalVelocity

Default terminal velocity for Physics Volumes.

Public variable

TEnumAsByte< EF...

 

FrictionCombineMode

Friction combine mode, controls how friction is computed for multiple materials.

Public variable

float

 

InitialAverageFrameRate

Physics delta time initial average.

Public variable

float

 

MaxAngularVelocity

Max angular velocity that a simulated object can achieve.

Public variable

float

 

MaxContactOffset

Max Contact offset.

Public variable

float

 

MaxDepenetrationVelocity

Max velocity which may be used to depenetrate simulated physics objects. 0 means no maximum.

Public variable

float

 

MaxPhysicsDeltaTime

Max Physics Delta Time to be clamped.

Public variable

float

 

MaxSubstepDeltaTime

Max delta time (in seconds) for an individual simulation substep.

Public variable

int32

 

MaxSubsteps

Max number of substeps for physics simulation.

Public variable

float

 

MinContactOffset

Min Contact offset.

Public variable

TArray< FPhysic...

 

PhysicalSurfaces

PhysicalMaterial Surface Types.

Public variable

FRigidBodyError...

 

PhysicErrorCorrection

Error correction data for replicating simulated physics (rigid bodies)

Public variable

int

 

PhysXTreeRebuildRate

The number of frames it takes to rebuild the PhysX scene query AABB tree.

Public variable

int32

 

RagdollAggregateThreshold

Threshold for ragdoll bodies above which they will be added to an aggregate before being added to the scene

Public variable

TEnumAsByte< EF...

 

RestitutionCombineMode

Restitution combine mode, controls how restitution is computed for multiple materials.

Public variable

int32

 

SimulateScratchMemorySize

Amount of memory to reserve for PhysX simulate(), this is per pxscene and will be rounded up to the next 16K boundary

Public variable

float

 

SyncSceneSmoothingFactor

Physics delta time smoothing factor for sync scene.

Public variable

float

 

TriangleMeshTriangleMinAreaThreshold

Triangles from triangle meshes (BSP) with an area less than or equal to this value will be removed from physics collision data.

Constructors

Name Description

Public function

UPhysicsSettings

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Static

UPhysicsSett...

 

Get()

Public function

void

 

LoadSurfaceType()

Load Material Type data from INI file this changes displayname meta data.

Overridden from UObject

Name Description

Public function Virtual Const

bool

 

CanEditChange

(
    const FProperty* InProperty
)

Called by the editor to query whether a property of this object is allowed to be modified.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Deprecated Variables

Name Description

Public variable

bool

 

bDefaultHasComplexCollision_DEPRECATED

If true, static meshes will use per poly collision as complex collision by default.

Public variable

TEnumAsByte< ES...

 

LockedAxis_DEPRECATED

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