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bool |
bEnable2DPhysics |
Can 2D physics be used (Box2D)? |
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bool |
bEnableEnhancedDeterminism |
If set to true, the scene will use enhanced determinism at the cost of a bit more resources. |
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bool |
bEnablePCM |
Enables persistent contact manifolds. |
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bool |
bEnableShapeSharing |
Enables shape sharing between sync and async scene for static rigid actors |
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bool |
bEnableStabilization |
Enables stabilization of contacts for slow moving bodies. |
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float |
BounceThresholdVelocity |
Minimum relative velocity required for an object to bounce. |
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bool |
bSimulateSkeletalMeshOnDedicatedServer |
If true, simulate physics for this component on a dedicated server. |
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bool |
bWarnMissingLocks |
Whether to warn when physics locks are used incorrectly. |
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float |
ContactOffsetMultiplier |
Contact offset multiplier. |
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float |
DefaultFluidFriction |
Default fluid friction for Physics Volumes. |
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float |
DefaultGravityZ |
Default gravity. |
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TEnumAsByte< ECollisionTraceFlag > |
DefaultShapeComplexity |
Determines the default physics shape complexity. |
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float |
DefaultTerminalVelocity |
Default terminal velocity for Physics Volumes. |
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TEnumAsByte< EFrictionCombineMode::Type > |
FrictionCombineMode |
Friction combine mode, controls how friction is computed for multiple materials. |
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float |
MaxAngularVelocity |
Max angular velocity that a simulated object can achieve. |
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float |
MaxContactOffset |
Max Contact offset. |
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float |
MaxDepenetrationVelocity |
Max velocity which may be used to depenetrate simulated physics objects. 0 means no maximum. |
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float |
MinContactOffset |
Min Contact offset. |
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int32 |
RagdollAggregateThreshold |
Threshold for ragdoll bodies above which they will be added to an aggregate before being added to the scene |
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TEnumAsByte< EFrictionCombineMode::Type > |
RestitutionCombineMode |
Restitution combine mode, controls how restitution is computed for multiple materials. |
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int32 |
SimulateScratchMemorySize |
Amount of memory to reserve for PhysX simulate(), this is per pxscene and will be rounded up to the next 16K boundary |
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FChaosSolverConfiguration |
SolverOptions |
Options to apply to Chaos solvers on creation |
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float |
TriangleMeshTriangleMinAreaThreshold |
Triangles from triangle meshes (BSP) with an area less than or equal to this value will be removed from physics collision data. |