APhysicsVolume

PhysicsVolume: A bounding volume which affects actor physics.

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/GameFramework/PhysicsVolume.h

Include

#include "GameFramework/PhysicsVolume.h"

Syntax

class APhysicsVolume : public AVolume

Remarks

PhysicsVolume: A bounding volume which affects actor physics. Each AActor is affected at any time by one PhysicsVolume.

Variables

Name Description

Public variable

uint32: 1

 

bPhysicsOnContact

By default, the origin of an AActor must be inside a PhysicsVolume for it to affect the actor.

Public variable

uint32: 1

 

bWaterVolume

True if this volume contains a fluid like water

Public variable

float

 

FluidFriction

This property controls the amount of friction applied by the volume as pawns using CharacterMovement move through it.

Public variable

int32

 

Priority

Determines which PhysicsVolume takes precedence if they overlap (higher number = higher priority).

Public variable

float

 

TerminalVelocity

Terminal velocity of pawns using CharacterMovement when falling.

Constructors

Name Description

Public function

APhysicsVolume

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Virtual

void

 

ActorEnteredVolume

(
    AActor* Other
)

Called when actor enters a volume.

Public function Virtual

void

 

ActorLeavingVolume

(
    AActor* Other
)

Called when actor leaves a volume, Other can be NULL.

Public function Virtual Const

float

 

GetGravityZ()

The Z component of the current world gravity.

Public function Virtual Const

bool

 

IsOverlapInVolume

(
    const USceneComponent& TestCompone...
)

Given a known overlap with the given component, validate that it meets the rules imposed by bPhysicsOnContact.

Overridden from AActor

Name Description

Public function Virtual

void

 

Destroyed()

Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

Public function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

Overridable function called whenever this actor is being removed from a level

Public function Virtual

void

 

PostInitializeComponents()

Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay

Overridden from UObject

Name Description

Public function Virtual

void

 

LoadedFromAnotherClass

(
    const FName& OldClassName
)

Called when the object was loaded from another class via active class redirects.

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