unreal.NetworkPhysicsSettingsDefaultReplication

class unreal.NetworkPhysicsSettingsDefaultReplication

Bases: StructBase

Network Physics Settings Default Replication

C++ Source:

  • Module: Engine

  • File: NetworkPhysicsSettingsComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • correct_connected_bodies (bool): [Read-Write] Overrides CVar: p.DefaultReplication.CorrectConnectedBodies – When true, transform corrections will also apply to any connected physics object.

  • correct_connected_bodies_friction (bool): [Read-Write] Overrides CVar: p.DefaultReplication.CorrectConnectedBodiesFriction – When true, transform correction on any connected physics object will also recalculate their friction.

  • hardsnap_in_physics_thread (bool): [Read-Write] Overrides CVar: p.DefaultReplication.Legacy.HardsnapInPT – If default replication is used and it’s running the legacy flow through Game Thread, allow hardsnapping to be performed on Physics Thread if async physics is enabled.

  • max_linear_hard_snap_distance (float): [Read-Write] Overrides CVar: p.MaxLinearHardSnapDistance – Hardsnap if distance between current position and extrapolated target position is larger than this value.

  • override_correct_connected_bodies (bool): [Read-Write]

  • override_correct_connected_bodies_friction (bool): [Read-Write]

  • override_default_legacy_hardsnap_in_pt (bool): [Read-Write]

  • override_max_linear_hard_snap_distance (bool): [Read-Write] Override properties