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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Physics
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/Physics/NetworkPhysicsSettingsComponent.h |
| Include | #include "Physics/NetworkPhysicsSettingsComponent.h" |
Syntax
USTRUCT ()
struct FNetworkPhysicsSettingsDefaultReplication
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bCorrectConnectedBodies | Overrides CVar: p.DefaultReplication.CorrectConnectedBodies When true, transform corrections will also apply to any connected physics object. | |
| bool | bCorrectConnectedBodiesFriction | Overrides CVar: p.DefaultReplication.CorrectConnectedBodiesFriction When true, transform correction on any connected physics object will also recalculate their friction. | |
| 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. | |
| uint32: 1 | bOverrideCorrectConnectedBodies | ||
| uint32: 1 | bOverrideCorrectConnectedBodiesFriction | ||
| uint32: 1 | bOverrideDefaultLegacyHardsnapInPT | ||
| uint32: 1 | bOverrideMaxLinearHardSnapDistance | ||
| float | MaxLinearHardSnapDistance | Overrides CVar: p.MaxLinearHardSnapDistance Hardsnap if distance between current position and extrapolated target position is larger than this value. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | |||
| bool | |||
| bool | |||
| float | GetMaxLinearHardSnapDistance
(
float DefaultValue |