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Unreal Engine C++ API Reference > Runtime > PhysicsCore > PhysicalMaterials
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UPhysicalMaterial
References
Module | PhysicsCore |
Header | /Engine/Source/Runtime/PhysicsCore/Public/PhysicalMaterials/PhysicalMaterial.h |
Include | #include "PhysicalMaterials/PhysicalMaterial.h" |
Syntax
class UPhysicalMaterial : public UObject
Remarks
Physical materials are used to define the response of a physical object when interacting dynamically with the world.
Variables
Type | Name | Description | |
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bool | bOverrideFrictionCombineMode | If set we will use the FrictionCombineMode of this material, instead of the FrictionCombineMode found in the project settings. |
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bool | bOverrideRestitutionCombineMode | If set we will use the RestitutionCombineMode of this material, instead of the RestitutionCombineMode found in the project settings. |
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float | Density | Object properties.Used with the shape of the object to calculate its mass properties. |
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float | Friction | Surface properties.Friction value of surface, controls how easily things can slide on this surface (0 is frictionless, higher values increase the amount of friction) |
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TEnumAsByte< EFrictionCombineMode::Type > | FrictionCombineMode | Friction combine mode, controls how friction is computed for multiple materials. |
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TUniquePtr< FPhysicsMaterialHandle > | MaterialHandle | |
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float | RaiseMassToPower | Used to adjust the way that mass increases as objects get larger. |
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float | Restitution | Restitution or 'bounciness' of this surface, between 0 (no bounce) and 1 (outgoing velocity is same as incoming). |
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TEnumAsByte< EFrictionCombineMode::Type > | RestitutionCombineMode | Restitution combine mode, controls how restitution is computed for multiple materials. |
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float | SleepAngularVelocityThreshold | How low the angular velocity can be before solver puts body to sleep. |
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int32 | SleepCounterThreshold | How many ticks we can be under thresholds for before solver puts body to sleep. |
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float | SleepLinearVelocityThreshold | How low the linear velocity can be before solver puts body to sleep. |
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float | StaticFriction | Static Friction value of surface, controls how easily things can slide on this surface (0 is frictionless, higher values increase the amount of friction) |
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FPhysicalMaterialStrength | Strength | |
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TEnumAsByte< EPhysicalSurface > | SurfaceType | To edit surface type for your project, use ProjectSettings/Physics/PhysicalSurface section |
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FChaosUserData | UserData |
Constructors
Type | Name | Description | |
---|---|---|---|
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UPhysicalMaterial
(
const FObjectInitializer& ObjectInitializer |
||
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UPhysicalMaterial
(
FVTableHelper& Helper |
Destructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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EPhysicalSurface | DetermineSurfaceType
(
UPhysicalMaterial const* PhysicalMaterial |
Determine Material Type from input PhysicalMaterial |
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FPhysicsMaterialHandle & | Get the physics-interface derived version of this material | |
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void | ||
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void | SetEngineDefaultDestructiblePhysMaterial
(
UPhysicalMaterial* Material |
|
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void | SetEngineDefaultPhysMaterial
(
UPhysicalMaterial* Material |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | Called to finish destroying the object. | |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
Deprecated Variables
Type | Name | Description | |
---|---|---|---|
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float | DestructibleDamageThresholdScale_DEPRECATED | This property is not used anywhere, use Geometry Collection damage threshold related features instead |
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TObjectPtr< class UDEPRECATED_PhysicalMaterialPropertyBase > | PhysicalMaterialProperty_DEPRECATED |