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