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| float32 | Hardness |
| float32 | RaiseMassToPower |
| | 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.
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| float32 | SoftCollisionThickness |
| | Thickness of the layer just inside the collision shape in which contact is considered "soft". The units depend on SoftCollisionMode.
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| EPhysicalMaterialSoftCollisionMode | SoftCollisionMode |
| | For enable soft collision shell thickness mode.
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| float32 | BaseFrictionImpulse |
| | A friction (positional) impulse of at least this magnitude may be applied, regardless the normal force. This is analogous to adding only the lateral part of a "stickiness" to a material.
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| float32 | Restitution |
| | Restitution or 'bounciness' of this surface, between 0 (no bounce) and 1 (outgoing velocity is same as incoming).
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| float32 | StaticFriction |
| | Static Friction value of surface, controls how easily things can slide on this surface (0 is frictionless, higher values increase the amount of friction).
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| EFrictionCombineMode | FrictionCombineMode |
| | Friction combine mode, controls how friction is computed for multiple materials.
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| float32 | SleepLinearVelocityThreshold |
| | How low the linear velocity can be before solver puts body to sleep.
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| float32 | Friction |
| | Friction value of surface, controls how easily things can slide on this surface (0 is frictionless, higher values increase the amount of friction).
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| int | SleepCounterThreshold |
| | How many ticks we can be under thresholds for before solver puts body to sleep.
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| EFrictionCombineMode | RestitutionCombineMode |
| | Restitution combine mode, controls how restitution is computed for multiple materials.
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| bool | bOverrideFrictionCombineMode |
| | If set we will use the FrictionCombineMode of this material, instead of the FrictionCombineMode found in the project settings.
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| bool | bOverrideRestitutionCombineMode |
| | If set we will use the RestitutionCombineMode of this material, instead of the RestitutionCombineMode found in the project settings.
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| float32 | 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.
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| float32 | SleepAngularVelocityThreshold |
| | How low the angular velocity can be before solver puts body to sleep.
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| FPhysicalMaterialStrength | Strength |
| EPhysicalSurface | SurfaceType |
| | To edit surface type for your project, use ProjectSettings/Physics/PhysicalSurface section.
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| FPhysicalMaterialDamageModifier | DamageModifier |
| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |