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Class PhysicsSettings

Default physics settings.

Inheritance
System.Object
UObject
DeveloperSettings
PhysicsSettings
Inherited Members
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
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)
Namespace: UE4.Engine
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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ContactOffsetMultiplier

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
Type Description
BroadphaseSettings
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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

Default gravity.

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
Type Description
PhysicsSettings
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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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MaxContactOffset

Max Contact offset.

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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MinContactOffset

Min Contact offset.

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
Type Description
RigidBodyErrorCorrection
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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

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
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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

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
Type Name Description
UObject obj
Name name
Returns
Type Description
PhysicsSettings

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
Returns
Type Description
PhysicsSettings
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