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 to

  • sleeping_linear_velocity_threshold (float): [Read-Write] How much to scale the damage threshold by on any destructible we are applied to

  • static_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)

property sleeping_linear_velocity_threshold: float

[Read-Only] How much to scale the damage threshold by on any destructible we are applied to

Type:

(float)

property static_friction: float

[Read-Only] 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)

Type:

(float)