unreal.ChaosPhysicalMaterial
¶
- class unreal.ChaosPhysicalMaterial(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
Physical materials are used to define the response of a physical object when interacting dynamically with the world.
C++ Source:
Module: PhysicsCore
File: ChaosPhysicalMaterial.h
Editor Properties: (see get_editor_property/set_editor_property)
angular_ether_drag
(float): [Read-Write] Uniform angular ether drag, the resistance a body experiences to its rotation.friction
(float): [Read-Write] Friction value of a surface in motion, controls how easily things can slide on this surface (0 is frictionless, higher values increase the amount of friction)linear_ether_drag
(float): [Read-Write] Uniform linear ether drag, the resistance a body experiences to its translation.restitution
(float): [Read-Write] Restitution or ‘bounciness’ of this surface, between 0 (no bounce) and 1 (outgoing velocity is same as incoming).sleeping_angular_velocity_threshold
(float): [Read-Write] How much to scale the damage threshold by on any destructible we are applied tosleeping_linear_velocity_threshold
(float): [Read-Write] How much to scale the damage threshold by on any destructible we are applied tostatic_friction
(float): [Read-Write] Friction value of surface at rest, controls how easily things can slide on this surface (0 is frictionless, higher values increase the amount of friction)
- property angular_ether_drag: float¶
[Read-Only] Uniform angular ether drag, the resistance a body experiences to its rotation.
- Type:
(float)
- property friction: float¶
[Read-Only] Friction value of a surface in motion, controls how easily things can slide on this surface (0 is frictionless, higher values increase the amount of friction)
- Type:
(float)
- property linear_ether_drag: float¶
[Read-Only] Uniform linear ether drag, the resistance a body experiences to its translation.
- Type:
(float)
- property restitution: float¶
[Read-Only] Restitution or ‘bounciness’ of this surface, between 0 (no bounce) and 1 (outgoing velocity is same as incoming).
- Type:
(float)
- property sleeping_angular_velocity_threshold: float¶
[Read-Only] How much to scale the damage threshold by on any destructible we are applied to
- Type:
(float)