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API > API/Runtime > API/Runtime/PhysicsCore > API/Runtime/PhysicsCore/PhysicalMaterials
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDEPRECATED_PhysicalMaterialPropertyBase
References
| Module | PhysicsCore |
| Header | /Engine/Source/Runtime/PhysicsCore/Public/PhysicalMaterials/PhysicalMaterialPropertyBase.h |
| Include | #include "PhysicalMaterials/PhysicalMaterialPropertyBase.h" |
Syntax
class UDEPRECATED_PhysicalMaterialPropertyBase : public UObject
Remarks
This is the PhysicalMaterialPropertyBase which the PhysicalMaterial has. Individual games should derive their own MyGamPhysicalMaterialProperty.
Then inside that object you can either have a bunch of properties or have it point to your game specific objects.
(e.g. You have have impact sounds and impact effects for all of the weapons in your game. So you have an object which contains the data needed per material type and then you have your MyGamePhysicalMaterialProperty point to that. )
class UMyGamePhysicalMaterialProperty extends UPhysicalMaterialPropertyBase editinlinenew;
editable() editinline MyGameSpecificImpactEffects ImpactEffects; editable() editinline MyGameSpecificImpactSounds ImpactSounds;
Constructors
| Type | Name | Description | |
|---|---|---|---|
UDEPRECATED_PhysicalMaterialPropertyBase
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| EPhysicalSurface | Compatibility support function | ||
| EPhysicalSurface | GetSurfaceType
(
int32 Value |
Set material type from int |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| bool | IsAsset () |
Returns true if this object is considered an asset. |