| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/PhysicsCore/Public/PhysicalMaterials/PhysicalMaterial.h |
Include |
#include "PhysicalMaterials/PhysicalMaterial.h" |
class UPhysicalMaterial : public UObject
Physical materials are used to define the response of a physical object when interacting dynamically with the world.
Name | Description | ||
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bool |
bOverrideFrictionCombineMode |
If set we will use the FrictionCombineMode of this material, instead of the FrictionCombineMode found in the project settings. |
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bool |
bOverrideRestitutionCombineMode |
If set we will use the RestitutionCombineMode of this material, instead of the RestitutionCombineMode found in the project settings. |
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float |
Density |
Object properties.Used with the shape of the object to calculate its mass properties. |
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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) |
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TEnumAsByte< EF... |
FrictionCombineMode |
Friction combine mode, controls how friction is computed for multiple materials. |
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TUniquePtr< FPh... |
MaterialHandle |
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float |
RaiseMassToPower |
Used to adjust the way that mass increases as objects get larger. |
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float |
Restitution |
Restitution or 'bounciness' of this surface, between 0 (no bounce) and 1 (outgoing velocity is same as incoming). |
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TEnumAsByte< EF... |
RestitutionCombineMode |
Restitution combine mode, controls how restitution is computed for multiple materials. |
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float |
SleepAngularVelocityThreshold |
How low the angular velocity can be before solver puts body to sleep. |
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int32 |
SleepCounterThreshold |
How many ticks we can be under thresholds for before solver puts body to sleep. |
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float |
SleepLinearVelocityThreshold |
How low the linear velocity can be before solver puts body to sleep. |
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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) |
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Strength |
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TEnumAsByte< EP... |
SurfaceType |
To edit surface type for your project, use ProjectSettings/Physics/PhysicalSurface section |
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UserData |
Name | Description | |
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UPhysicalMaterial ( |
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UPhysicalMaterial ( |
Name | Description | |
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~UPhysicalMaterial() |
Name | Description | ||
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EPhysicalSur... |
DetermineSurfaceType ( |
Determine Material Type from input PhysicalMaterial |
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FPhysicsMate... |
GetPhysicsMaterial() |
Get the physics-interface derived version of this material |
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void |
RebuildPhysicalMaterials() |
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void |
SetEngineDefaultDestructiblePhysMaterial ( |
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void |
SetEngineDefaultPhysMaterial ( |
Name | Description | ||
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void |
FinishDestroy() |
Called to finish destroying the object. |
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void |
PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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void |
PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
Name | Description | ||
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float |
DestructibleDamageThresholdScale_DEPRECATED |
This property is not used anywhere, use Geometry Collection damage threshold related features instead |
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TObjectPtr< cla... |
PhysicalMaterialProperty_DEPRECATED |