Class PhysicsSettings
Default physics settings.
Inheritance
System.Object
PhysicsSettings
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Assembly: UE4DotNet.dll
Syntax
public class PhysicsSettings : DeveloperSettings
Properties
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AsyncSceneSmoothingFactor
Physics delta time smoothing factor for async scene.
Declaration
public float AsyncSceneSmoothingFactor { get; set; }
Property Value
Type |
Description |
System.Single |
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bDisableActiveActors
Declaration
public bool bDisableActiveActors { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bDisableCCD
Declaration
public bool bDisableCCD { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bDisableKinematicKinematicPairs
Declaration
public bool bDisableKinematicKinematicPairs { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bDisableKinematicStaticPairs
Declaration
public bool bDisableKinematicStaticPairs { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bEnable2DPhysics
Declaration
public bool bEnable2DPhysics { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bEnableAsyncScene
Declaration
public bool bEnableAsyncScene { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bEnableEnhancedDeterminism
Declaration
public bool bEnableEnhancedDeterminism { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bEnablePCM
Declaration
public bool bEnablePCM { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bEnableShapeSharing
Declaration
public bool bEnableShapeSharing { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bEnableStabilization
Declaration
public bool bEnableStabilization { get; set; }
Property Value
Type |
Description |
System.Boolean |
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BounceThresholdVelocity
Minimum relative velocity required for an object to bounce. A typical value for simulation stability is about 0.2 * gravity
Declaration
public float BounceThresholdVelocity { get; set; }
Property Value
Type |
Description |
System.Single |
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bSimulateSkeletalMeshOnDedicatedServer
Declaration
public bool bSimulateSkeletalMeshOnDedicatedServer { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bSubstepping
Declaration
public bool bSubstepping { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bSubsteppingAsync
Declaration
public bool bSubsteppingAsync { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bSupportUVFromHitResults
Declaration
public bool bSupportUVFromHitResults { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bSuppressFaceRemapTable
Declaration
public bool bSuppressFaceRemapTable { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bWarnMissingLocks
Declaration
public bool bWarnMissingLocks { get; set; }
Property Value
Type |
Description |
System.Boolean |
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Contact offset multiplier. When creating a physics shape we look at its bounding volume and multiply its minimum value by this multiplier. A bigger number will generate contact points earlier which results in higher stability at the cost of performance.
Declaration
public float ContactOffsetMultiplier { get; set; }
Property Value
Type |
Description |
System.Single |
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DefaultBroadphaseSettings
If we want to Enable MPB or not globally. This is then overridden by project settings if not enabled. *
Declaration
public BroadphaseSettings DefaultBroadphaseSettings { get; set; }
Property Value
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DefaultDegreesOfFreedom
Useful for constraining all objects in the world, for example if you are making a 2D game using 3D environments.
Declaration
public byte DefaultDegreesOfFreedom { get; set; }
Property Value
Type |
Description |
System.Byte |
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DefaultFluidFriction
Default fluid friction for Physics Volumes.
Declaration
public float DefaultFluidFriction { get; set; }
Property Value
Type |
Description |
System.Single |
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DefaultGravityZ
Declaration
public float DefaultGravityZ { get; set; }
Property Value
Type |
Description |
System.Single |
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static PhysicsSettings DefaultObject { get; }
Property Value
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DefaultShapeComplexity
Determines the default physics shape complexity.
Declaration
public byte DefaultShapeComplexity { get; set; }
Property Value
Type |
Description |
System.Byte |
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DefaultTerminalVelocity
Default terminal velocity for Physics Volumes.
Declaration
public float DefaultTerminalVelocity { get; set; }
Property Value
Type |
Description |
System.Single |
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FrictionCombineMode
Friction combine mode, controls how friction is computed for multiple materials.
Declaration
public byte FrictionCombineMode { get; set; }
Property Value
Type |
Description |
System.Byte |
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InitialAverageFrameRate
Physics delta time initial average.
Declaration
public float InitialAverageFrameRate { get; set; }
Property Value
Type |
Description |
System.Single |
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MaxAngularVelocity
Max angular velocity that a simulated object can achieve.
Declaration
public float MaxAngularVelocity { get; set; }
Property Value
Type |
Description |
System.Single |
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Declaration
public float MaxContactOffset { get; set; }
Property Value
Type |
Description |
System.Single |
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MaxDepenetrationVelocity
Max velocity which may be used to depenetrate simulated physics objects. 0 means no maximum.
Declaration
public float MaxDepenetrationVelocity { get; set; }
Property Value
Type |
Description |
System.Single |
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MaxPhysicsDeltaTime
Max Physics Delta Time to be clamped.
Declaration
public float MaxPhysicsDeltaTime { get; set; }
Property Value
Type |
Description |
System.Single |
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MaxSubstepDeltaTime
Max delta time (in seconds) for an individual simulation substep.
Declaration
public float MaxSubstepDeltaTime { get; set; }
Property Value
Type |
Description |
System.Single |
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MaxSubsteps
Max number of substeps for physics simulation.
Declaration
public int MaxSubsteps { get; set; }
Property Value
Type |
Description |
System.Int32 |
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Declaration
public float MinContactOffset { get; set; }
Property Value
Type |
Description |
System.Single |
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PhysicErrorCorrection
Error correction data for replicating simulated physics (rigid bodies)
Declaration
public RigidBodyErrorCorrection PhysicErrorCorrection { get; set; }
Property Value
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PhysXTreeRebuildRate
The number of frames it takes to rebuild the PhysX scene query AABB tree. The bigger the number, the smaller fetchResults takes per frame, but the more the tree deteriorates until a new tree is built
Declaration
public int PhysXTreeRebuildRate { get; set; }
Property Value
Type |
Description |
System.Int32 |
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RagdollAggregateThreshold
Threshold for ragdoll bodies above which they will be added to an aggregate before being added to the scene
Declaration
public int RagdollAggregateThreshold { get; set; }
Property Value
Type |
Description |
System.Int32 |
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RestitutionCombineMode
Restitution combine mode, controls how restitution is computed for multiple materials.
Declaration
public byte RestitutionCombineMode { get; set; }
Property Value
Type |
Description |
System.Byte |
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SimulateScratchMemorySize
Amount of memory to reserve for PhysX simulate(), this is per pxscene and will be rounded up to the next 16K boundary
Declaration
public int SimulateScratchMemorySize { get; set; }
Property Value
Type |
Description |
System.Int32 |
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
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SyncSceneSmoothingFactor
Physics delta time smoothing factor for sync scene.
Declaration
public float SyncSceneSmoothingFactor { get; set; }
Property Value
Type |
Description |
System.Single |
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TriangleMeshTriangleMinAreaThreshold
Triangles from triangle meshes (BSP) with an area less than or equal to this value will be removed from physics collision data. Set to less than 0 to disable.
Declaration
public float TriangleMeshTriangleMinAreaThreshold { get; set; }
Property Value
Type |
Description |
System.Single |
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Methods
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New(UObject, Name)
Spawn an object of this class
Declaration
public static PhysicsSettings New(UObject obj = null, Name name = default(Name))
Parameters
Returns
Operators
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Implicit(IntPtr to PhysicsSettings)
Convert from IntPtr to UObject
Declaration
public static implicit operator PhysicsSettings(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
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Returns