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bool |
bCorrectConnectedBodies |
Overrides CVar: p.DefaultReplication.CorrectConnectedBodies When true, transform corrections will also apply to any connected physics object. |
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bool |
bCorrectConnectedBodiesFriction |
Overrides CVar: p.DefaultReplication.CorrectConnectedBodiesFriction When true, transform correction on any connected physics object will also recalculate their friction. |
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bool |
bHardsnapInPhysicsThread |
Overrides CVar: p.DefaultReplication.Legacy.HardsnapInPT If default replication is used and it's running the legacy flow through Game Thread, allow hardsnapping to be performed on Physics Thread if async physics is enabled. |
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uint32: 1 |
bOverrideCorrectConnectedBodies |
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uint32: 1 |
bOverrideCorrectConnectedBodiesFriction |
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uint32: 1 |
bOverrideDefaultLegacyHardsnapInPT |
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uint32: 1 |
bOverrideMaxLinearHardSnapDistance |
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float |
MaxLinearHardSnapDistance |
Overrides CVar: p.MaxLinearHardSnapDistance Hardsnap if distance between current position and extrapolated target position is larger than this value. |