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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/GameFramework/PhysicsVolume.h |
Include |
#include "GameFramework/PhysicsVolume.h" |
class APhysicsVolume : public AVolume
PhysicsVolume: A bounding volume which affects actor physics. Each AActor is affected at any time by one PhysicsVolume.
Name | Description | ||
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uint32: 1 |
bPhysicsOnContact |
By default, the origin of an AActor must be inside a PhysicsVolume for it to affect the actor. |
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uint32: 1 |
bWaterVolume |
True if this volume contains a fluid like water |
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float |
FluidFriction |
This property controls the amount of friction applied by the volume as pawns using CharacterMovement move through it. |
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Priority |
Determines which PhysicsVolume takes precedence if they overlap (higher number = higher priority). |
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float |
TerminalVelocity |
Terminal velocity of pawns using CharacterMovement when falling. |
Name | Description | |
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APhysicsVolume ( |
Name | Description | ||
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ActorEnteredVolume ( |
Called when actor enters a volume. |
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ActorLeavingVolume ( |
Called when actor leaves a volume, Other can be NULL. |
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float |
GetGravityZ() |
The Z component of the current world gravity. |
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IsOverlapInVolume ( |
Given a known overlap with the given component, validate that it meets the rules imposed by bPhysicsOnContact. |
Name | Description | ||
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Destroyed() |
Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending |
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EndPlay ( |
Overridable function called whenever this actor is being removed from a level |
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PostInitializeComponents() |
Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay |
Name | Description | ||
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LoadedFromAnotherClass ( |
Called when the object was loaded from another class via active class redirects. |