Navigation
API > API/Runtime > API/Runtime/Engine > API/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
UCLASS (HideCategories=(Object), Blueprintable, MinimalAPI)
class UPhysicsCollisionHandler : public UObject
Variables
| Type | Name | Description | |
|---|---|---|---|
| TObjectPtr< class USoundBase > | DefaultImpactSound | Sound to play | |
| float | ImpactReFireDelay | Min time between effect/sound being triggered | |
| float | ImpactThreshold | How hard an impact must be to trigger effect/sound | |
| float | LastImpactSoundTime | Time since last impact sound |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UPhysicsCollisionHandler
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | DefaultHandleCollision_AssumesLocked
(
const FRigidBodyCollisionInfo& MyInfo, |
Handle a single | |
| UWorld * | GetWorld () |
Get the world we are handling collisions for | |
| void | HandlePhysicsCollisions_AssumesLocked
(
TArray< FCollisionNotifyInfo >& PendingCollisionNotifies |
Gives game-specific ability to handle and filter all physics collisions in one place. | |
| void | Called after collision handler is allocated for a world. |