UDEPRECATED_PhysicalMaterialPropertyBase

This is the PhysicalMaterialPropertyBase which the PhysicalMaterial has.

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UDEPRECATED_PhysicalMaterialPropertyBase

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/PhysicalMaterials/PhysicalMaterialPropertyBase.h

Include

#include "PhysicalMaterials/PhysicalMaterialPropertyBase.h"

Syntax

class UDEPRECATED_PhysicalMaterialPropertyBase : public UObject

Remarks

This is the PhysicalMaterialPropertyBase which the PhysicalMaterial has. Individual games should derive their own MyGamPhysicalMaterialProperty.

Then inside that object you can either have a bunch of properties or have it point to your game specific objects.

(e.g. You have have impact sounds and impact effects for all of the weapons in your game. So you have an object which contains the data needed per material type and then you have your MyGamePhysicalMaterialProperty point to that. )

class UMyGamePhysicalMaterialProperty extends UPhysicalMaterialPropertyBase editinlinenew;

editable() editinline MyGameSpecificImpactEffects ImpactEffects; editable() editinline MyGameSpecificImpactSounds ImpactSounds;

Constructors

Name Description

Public function

UDEPRECATED_PhysicalMaterialPropertyBase

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function Virtual

EPhysicalSur ...

 

ConvertToSurfaceType()

Compatibility support function

Protected function

EPhysicalSur ...

 

GetSurfaceType

(
    int32 Value
)

Set material type from int

Overridden from UObject

Name Description

Public function Virtual Const

bool

 

IsAsset()

Returns true if this object is considered an asset.

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