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Unreal Engine C++ API Reference > Runtime > Engine > PhysicsEngine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UPhysicsCollisionHandler
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/PhysicsEngine/PhysicsCollisionHandler.h |
Include | #include "PhysicsEngine/PhysicsCollisionHandler.h" |
Syntax
class UPhysicsCollisionHandler : public UObject
Variables
Type | Name | Description | |
---|---|---|---|
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TObjectPtr< class USoundBase > | DefaultImpactSound | Sound to play |
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float | ImpactReFireDelay | Min time between effect/sound being triggered |
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float | ImpactThreshold | How hard an impact must be to trigger effect/sound |
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float | LastImpactSoundTime | Time since last impact sound |
Constructors
Type | Name | Description | |
---|---|---|---|
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UPhysicsCollisionHandler
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | DefaultHandleCollision_AssumesLocked
(
const FRigidBodyCollisionInfo& MyInfo, |
Handle a single |
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UWorld * | GetWorld () |
Get the world we are handling collisions for |
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void | HandlePhysicsCollisions_AssumesLocked
(
TArray< FCollisionNotifyInfo >& PendingCollisionNotifies |
Gives game-specific ability to handle and filter all physics collisions in one place. |
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void | Called after collision handler is allocated for a world. |