unreal.NetworkPhysicsSettingsDefaultReplication¶
- class unreal.NetworkPhysicsSettingsDefaultReplication¶
Bases:
StructBaseNetwork 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