G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UPhysicalMaterial Class Reference

Physical materials are used to define the response of a physical object when interacting dynamically with the world. More...

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Advanced
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.
Experimental|Softness
float32 SoftCollisionThickness
 Thickness of the layer just inside the collision shape in which contact is considered "soft". The units depend on SoftCollisionMode.
EPhysicalMaterialSoftCollisionMode SoftCollisionMode
 For enable soft collision shell thickness mode.
Experimental|Stickiness
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.
PhysicalMaterial
float32 Restitution
 Restitution or 'bounciness' of this surface, between 0 (no bounce) and 1 (outgoing velocity is same as incoming).
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).
EFrictionCombineMode FrictionCombineMode
 Friction combine mode, controls how friction is computed for multiple materials.
float32 SleepLinearVelocityThreshold
 How low the linear velocity can be before solver puts body to sleep.
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).
int SleepCounterThreshold
 How many ticks we can be under thresholds for before solver puts body to sleep.
EFrictionCombineMode RestitutionCombineMode
 Restitution combine mode, controls how restitution is computed for multiple materials.
bool bOverrideFrictionCombineMode
 If set we will use the FrictionCombineMode of this material, instead of the FrictionCombineMode found in the project settings.
bool bOverrideRestitutionCombineMode
 If set we will use the RestitutionCombineMode of this material, instead of the RestitutionCombineMode found in the project settings.
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.
float32 SleepAngularVelocityThreshold
 How low the angular velocity can be before solver puts body to sleep.
PhysicalProperties
FPhysicalMaterialStrength Strength
EPhysicalSurface SurfaceType
 To edit surface type for your project, use ProjectSettings/Physics/PhysicalSurface section.
FPhysicalMaterialDamageModifier DamageModifier
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Additional Inherited Members

Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Detailed Description

Physical materials are used to define the response of a physical object when interacting dynamically with the world.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ BaseFrictionImpulse

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.

◆ bOverrideFrictionCombineMode

bool bOverrideFrictionCombineMode

If set we will use the FrictionCombineMode of this material, instead of the FrictionCombineMode found in the project settings.

◆ bOverrideRestitutionCombineMode

bool bOverrideRestitutionCombineMode

If set we will use the RestitutionCombineMode of this material, instead of the RestitutionCombineMode found in the project settings.

◆ DamageModifier

◆ Density

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.

◆ Friction

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).

◆ FrictionCombineMode

EFrictionCombineMode FrictionCombineMode

Friction combine mode, controls how friction is computed for multiple materials.

◆ RaiseMassToPower

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.

◆ Restitution

float32 Restitution

Restitution or 'bounciness' of this surface, between 0 (no bounce) and 1 (outgoing velocity is same as incoming).

◆ RestitutionCombineMode

EFrictionCombineMode RestitutionCombineMode

Restitution combine mode, controls how restitution is computed for multiple materials.

◆ SleepAngularVelocityThreshold

float32 SleepAngularVelocityThreshold

How low the angular velocity can be before solver puts body to sleep.

◆ SleepCounterThreshold

int SleepCounterThreshold

How many ticks we can be under thresholds for before solver puts body to sleep.

◆ SleepLinearVelocityThreshold

float32 SleepLinearVelocityThreshold

How low the linear velocity can be before solver puts body to sleep.

◆ SoftCollisionMode

For enable soft collision shell thickness mode.

◆ SoftCollisionThickness

float32 SoftCollisionThickness

Thickness of the layer just inside the collision shape in which contact is considered "soft". The units depend on SoftCollisionMode.

◆ StaticFriction

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).

◆ Strength

◆ SurfaceType

EPhysicalSurface SurfaceType

To edit surface type for your project, use ProjectSettings/Physics/PhysicalSurface section.