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