This page contains a reference listing of properties in the Physics and Collision categories of properties. If you are looking for reference on Collision Responses or Collision Presets please see: Collision Response Reference.
Below are the properties for Physics Bodies (Body Instances) separated by major category.
If true, this body will use simulation. If false, will be 'fixed' (ie kinematic) and move where it is told.
For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset.
For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset.
Mass in KG
Mass of the body in KG.
'Drag' force added to reduce angular movement
'Drag' force added to reduce linear movement
If object should have the force of gravity applied
When a Locked Axis Mode is selected, will lock translation on the specified axis
Lock X Translation
Lock translation along the X-axis
Lock Y Translation
Lock translation along the Y-axis
Lock Z Translation
Lock translation along the Z-axis
When a Locked Axis Mode is selected, will lock rotation to the specified axis
Lock X Rotation
Lock rotation about the X-axis
Lock Y Rotation
Lock rotation about the Y-axis
Lock Z Rotation
Lock rotation about the Z-axis
Inherits the degrees of freedom from the project settings.
Specifies which axis to freeze rotation and movement along.
Allows 2D movement along the Y-Z plane.
Allows 2D movement along the X-Z plane.
Allows 2D movement along the X-Y plane.
Allows 2D movement along the plane of a given normal.
If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root
If object should start awake, or if it should initially be sleeping
Center Of Mass Offset
User specified offset for the center of mass of this object, from the calculated location
Per-instance scaling of mass
Max Angular Velocity
The maximum angular velocity for this instance
Use Async Scene
If true, this body will be put into the asynchronous physics scene. If false, it will be put into the synchronous physics scene.
If the body is static, it will be placed into both scenes regardless of the value of bUseAsyncScene.
Override Max Depenetration Velocity
Whether this body instance has its own custom MaxDepenetrationVelocity
Max Depenetration Velocity
The maximum velocity used to depenetrate this object
Override Walkable Slope on Instance
Whether this instance of the object has its own custom walkable slope override setting.
Walkable Slope Override
Custom walkable slope setting for this body.
See the Walkable Slope documentation for usage information.
Walkable Slope Behavior
Behavior of this surface (whether we affect the walkable slope).
Walkable Slope Angle
Override walkable slope, applying the rules of the Walkable Slope Behavior.
The set of values used in considering when put this body to sleep.
Position Solver Iteration Count
This physics body's solver iteration count for position. Increasing this will be more CPU intensive, but better stabilized.
Velocity Solver Iteration Count
This physics body's solver iteration count for velocity. Increasing this will be more CPU intensive, but better stabilized.
Should Update Physics Volume
Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
Simulation Generates Hit Events
Should 'Hit' events fire when this object collides during physics simulation.
Phys Material Override
Allows you to override the PhysicalMaterial to use for simple collision on this body.
Generate Overlap Events
If true, this component will generate overlap events when it is overlapping other components (eg Begin Overlap).
Both components (this and the other) must have this enabled for overlap events to occur.
@see Overlap Events@see UpdateOverlaps(), BeginComponentOverlap(), EndComponentOverlap()
See the Collision Response Reference documentation for more information.
If true Continuous Collision Detection (CCD) will be used for this component
Always Create Physics State
Indicates if we'd like to create physics state all the time (for collision and simulation).
If you set this to false, it still will create physics state if collision or simulation activated.
This can help performance if you'd like to avoid overhead of creating physics state when triggers
Multi Body Overlap
If true, this component will generate individual overlaps for each overlapping physics body if it is a multi-body component. When false, this component will
generate only one overlap, regardless of how many physics bodies it has and how many of them are overlapping another component/body. This flag has no
influence on single body components.
Check Async Scene On Move
If true, this component will look for collisions on both physic scenes during movement.
Only required if the asynchronous physics scene is enabled and has geometry in it, and you wish to test for collisions with objects in that scene.
Trace Complex On Move
If true, component sweeps with this component should trace against complex collision during movement (for example, each triangle of a mesh).
If false, collision will be resolved against simple collision bounds instead.
Return Material On Move
If true, component sweeps will return the material in their hit result.
@see MoveComponent(), FHitResult
Can Ever Affect Navigation
Whether this component can potentially influence navigation