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Unreal Engine C++ API Reference > Runtime > Engine > GameFramework
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- ABrush
- AVolume
- APhysicsVolume
- ADefaultPhysicsVolume
- AKillZVolume
- APainCausingVolume
- AWaterBodyExclusionVolume
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/PhysicsVolume.h |
Include | #include "GameFramework/PhysicsVolume.h" |
Syntax
UCLASS (MinimalAPI)
class APhysicsVolume : public AVolume
Remarks
PhysicsVolume: A bounding volume which affects actor physics. Each AActor is affected at any time by one PhysicsVolume.
Variables
Type | Name | Description | |
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uint32: 1 | bPhysicsOnContact | By default, the origin of an AActor must be inside a PhysicsVolume for it to affect the actor. |
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uint32: 1 | bWaterVolume | True if this volume contains a fluid like water |
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float | FluidFriction | This property controls the amount of friction applied by the volume as pawns using CharacterMovement move through it. |
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int32 | Priority | Determines which PhysicsVolume takes precedence if they overlap (higher number = higher priority). |
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float | TerminalVelocity | Terminal velocity of pawns using CharacterMovement when falling. |
Constructors
Type | Name | Description | |
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APhysicsVolume
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | ActorEnteredVolume
(
AActor* Other |
Called when actor enters a volume. |
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void | ActorLeavingVolume
(
AActor* Other |
Called when actor leaves a volume, Other can be NULL. |
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float | GetGravityZ () |
@Returns the Z component of the current world gravity. |
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bool | IsOverlapInVolume
(
const USceneComponent& TestComponent |
Given a known overlap with the given component, validate that it meets the rules imposed by bPhysicsOnContact. |
Overridden from AActor
Type | Name | Description | |
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void | Destroyed () |
Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending |
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void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Overridable function called whenever this actor is being removed from a level |
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void | Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay |
Overridden from UObject
Type | Name | Description | |
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void | LoadedFromAnotherClass
(
const FName& OldClassName |
Called when the object was loaded from another class via active class redirects. |