UPhysicalMaterial

Physical materials are used to define the response of a physical object when interacting dynamically with the world.

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Inheritance Hierarchy

References

Module

PhysicsCore

Header

/Engine/Source/Runtime/PhysicsCore/Public/PhysicalMaterials/PhysicalMaterial.h

Include

#include "PhysicalMaterials/PhysicalMaterial.h"

Syntax

class UPhysicalMaterial : public UObject

Remarks

Physical materials are used to define the response of a physical object when interacting dynamically with the world.

Variables

Name Description

Public variable

bool

 

bOverrideFrictionCombineMode

If set we will use the FrictionCombineMode of this material, instead of the FrictionCombineMode found in the project settings.

Public variable

bool

 

bOverrideRestitutionCombineMode

If set we will use the RestitutionCombineMode of this material, instead of the RestitutionCombineMode found in the project settings.

Public variable

float

 

Density

Object properties.Used with the shape of the object to calculate its mass properties.

Public variable

float

 

DestructibleDamageThresholdScale

How much to scale the damage threshold by on any destructible we are applied to

Public variable

float

 

Friction

Surface properties.Friction value of surface, controls how easily things can slide on this surface (0 is frictionless, higher values increase the amount of friction)

Public variable

TEnumAsByte< EF...

 

FrictionCombineMode

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

Public variable

TUniquePtr< FPh...

 

MaterialHandle

Public variable

float

 

RaiseMassToPower

Used to adjust the way that mass increases as objects get larger.

Public variable

float

 

Restitution

Restitution or 'bounciness' of this surface, between 0 (no bounce) and 1 (outgoing velocity is same as incoming).

Public variable

TEnumAsByte< EF...

 

RestitutionCombineMode

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

Public variable

float

 

SleepAngularVelocityThreshold

How low the angular velocity can be before solver puts body to sleep.

Public variable

int32

 

SleepCounterThreshold

How many ticks we can be under thresholds for before solver puts body to sleep.

Public variable

float

 

SleepLinearVelocityThreshold

How low the linear velocity can be before solver puts body to sleep.

Public variable

float

 

StaticFriction

Static Friction value of surface, controls how easily things can slide on this surface (0 is frictionless, higher values increase the amount of friction)

Public variable

TEnumAsByte< EP...

 

SurfaceType

To edit surface type for your project, use ProjectSettings/Physics/PhysicalSurface section

Public variable

FChaosUserData

 

UserData

Constructors

Name Description

Public function

UPhysicalMaterial

(
    const FObjectInitializer& ObjectIn...
)

Public function

UPhysicalMaterial

(
    FVTableHelper& Helper
)

Destructors

Name Description

Public function Virtual

~UPhysicalMaterial()

Functions

Name Description

Public function Static

EPhysicalSur...

 

DetermineSurfaceType

(
    UPhysicalMaterial const* Physi...
)

Determine Material Type from input PhysicalMaterial

Public function

FPhysicsMate...

 

GetPhysicsMaterial()

Get the physics-interface derived version of this material

Public function Static

void

 

RebuildPhysicalMaterials()

Public function Static

void

 

SetEngineDefaultPhysMaterial

(
    UPhysicalMaterial* Material
)

Overridden from UObject

Name Description

Public function Virtual

void

 

FinishDestroy()

Called to finish destroying the object.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Deprecated Variables

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