Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- ABrush
- AVolume
- APhysicsVolume
- ADefaultPhysicsVolume
- AKillZVolume
- APainCausingVolume
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 | |
|---|---|---|---|
| uint32: 1 | bPhysicsOnContact | By default, the origin of an AActor must be inside a PhysicsVolume for it to affect the actor. | |
| uint32: 1 | bWaterVolume | True if this volume contains a fluid like water | |
| float | FluidFriction | This property controls the amount of friction applied by the volume as pawns using CharacterMovement move through it. | |
| int32 | Priority | Determines which PhysicsVolume takes precedence if they overlap (higher number = higher priority). | |
| float | TerminalVelocity | Terminal velocity of pawns using CharacterMovement when falling. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
APhysicsVolume
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | ActorEnteredVolume
(
AActor* Other |
Called when actor enters a volume. | |
| void | ActorLeavingVolume
(
AActor* Other |
Called when actor leaves a volume, Other can be NULL. | |
| float | GetGravityZ () |
@Returns the Z component of the current world gravity. | |
| 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 | |
|---|---|---|---|
| void | Destroyed () |
Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending | |
| void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Overridable function called whenever this actor is being removed from a level | |
| 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 | |
|---|---|---|---|
| void | LoadedFromAnotherClass
(
const FName& OldClassName |
Called when the object was loaded from another class via active class redirects. |