unreal.PhysicalMaterial
¶
- class unreal.PhysicalMaterial(outer=None, name='None')¶
Bases:
unreal.Object
Physical materials are used to define the response of a physical object when interacting dynamically with the world.
C++ Source:
Module: PhysicsCore
File: PhysicalMaterial.h
Editor Properties: (see get_editor_property/set_editor_property)
density
(float): [Read-Write] Density: Used with the shape of the object to calculate its mass properties. The higher the number, the heavier the object. g per cubic cm.destructible_damage_threshold_scale
(float): [Read-Write] Destructible Damage Threshold Scale: How much to scale the damage threshold by on any destructible we are applied tofriction
(float): [Read-Write] Friction: Friction value of surface, controls how easily things can slide on this surface (0 is frictionless, higher values increase the amount of friction)friction_combine_mode
(FrictionCombineMode): [Read-Write] Friction Combine Mode: Friction combine mode, controls how friction is computed for multiple materials.override_friction_combine_mode
(bool): [Read-Write] Override Friction Combine Mode: If set we will use the FrictionCombineMode of this material, instead of the FrictionCombineMode found in the project settings.override_restitution_combine_mode
(bool): [Read-Write] Override Restitution Combine Mode: If set we will use the RestitutionCombineMode of this material, instead of the RestitutionCombineMode found in the project settings.raise_mass_to_power
(float): [Read-Write] Raise Mass to Power: Used to adjust the way that mass increases as objects get larger. This is applied to the mass as calculated based on a ‘solid’ object. In actuality, larger objects do not tend to be solid, and become more like ‘shells’ (e.g. a car is not a solid piece of metal). Values are clamped to 1 or less.restitution
(float): [Read-Write] Restitution: Restitution or ‘bounciness’ of this surface, between 0 (no bounce) and 1 (outgoing velocity is same as incoming).restitution_combine_mode
(FrictionCombineMode): [Read-Write] Restitution Combine Mode: Restitution combine mode, controls how restitution is computed for multiple materials.sleep_angular_velocity_threshold
(float): [Read-Write] Sleep Angular Velocity Threshold: How low the angular velocity can be before solver puts body to sleep.sleep_counter_threshold
(int32): [Read-Write] Sleep Counter Threshold: How many ticks we can be under thresholds for before solver puts body to sleep.sleep_linear_velocity_threshold
(float): [Read-Write] Sleep Linear Velocity Threshold: How low the linear velocity can be before solver puts body to sleep.static_friction
(float): [Read-Write] Static Friction: Static Friction value of surface, controls how easily things can slide on this surface (0 is frictionless, higher values increase the amount of friction)surface_type
(PhysicalSurface): [Read-Write] Surface Type: To edit surface type for your project, use ProjectSettings/Physics/PhysicalSurface section
- property density¶
[Read-Only] Density: Used with the shape of the object to calculate its mass properties. The higher the number, the heavier the object. g per cubic cm.
- Type
(float)
- property destructible_damage_threshold_scale¶
[Read-Only] Destructible Damage Threshold Scale: How much to scale the damage threshold by on any destructible we are applied to
- Type
(float)
- property friction¶
[Read-Only] Friction: Friction value of surface, controls how easily things can slide on this surface (0 is frictionless, higher values increase the amount of friction)
- Type
(float)
- property friction_combine_mode¶
[Read-Only] Friction Combine Mode: Friction combine mode, controls how friction is computed for multiple materials.
- Type
- property override_friction_combine_mode¶
[Read-Write] Override Friction Combine Mode: If set we will use the FrictionCombineMode of this material, instead of the FrictionCombineMode found in the project settings.
- Type
(bool)
- property override_restitution_combine_mode¶
[Read-Write] Override Restitution Combine Mode: If set we will use the RestitutionCombineMode of this material, instead of the RestitutionCombineMode found in the project settings.
- Type
(bool)
- property raise_mass_to_power¶
[Read-Only] Raise Mass to Power: Used to adjust the way that mass increases as objects get larger. This is applied to the mass as calculated based on a ‘solid’ object. In actuality, larger objects do not tend to be solid, and become more like ‘shells’ (e.g. a car is not a solid piece of metal). Values are clamped to 1 or less.
- Type
(float)
- property restitution¶
[Read-Only] Restitution: Restitution or ‘bounciness’ of this surface, between 0 (no bounce) and 1 (outgoing velocity is same as incoming).
- Type
(float)
- property restitution_combine_mode¶
[Read-Only] Restitution Combine Mode: Restitution combine mode, controls how restitution is computed for multiple materials.
- Type
- property sleep_angular_velocity_threshold¶
[Read-Only] Sleep Angular Velocity Threshold: How low the angular velocity can be before solver puts body to sleep.
- Type
(float)
- property sleep_counter_threshold¶
[Read-Only] Sleep Counter Threshold: How many ticks we can be under thresholds for before solver puts body to sleep.
- Type
(int32)
- property sleep_linear_velocity_threshold¶
[Read-Only] Sleep Linear Velocity Threshold: How low the linear velocity can be before solver puts body to sleep.
- Type
(float)
- property static_friction¶
[Read-Only] Static Friction: Static Friction value of surface, controls how easily things can slide on this surface (0 is frictionless, higher values increase the amount of friction)
- Type
(float)
- property surface_type¶
[Read-Only] Surface Type: To edit surface type for your project, use ProjectSettings/Physics/PhysicalSurface section
- Type