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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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 |
Physical materials are used to define the response of a physical object when interacting dynamically with the world.
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static |
| 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.
| 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.
| FPhysicalMaterialDamageModifier DamageModifier |
| 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 Friction |
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 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.
| float32 Restitution |
Restitution or 'bounciness' of this surface, between 0 (no bounce) and 1 (outgoing velocity is same as incoming).
| EFrictionCombineMode RestitutionCombineMode |
Restitution combine mode, controls how restitution is computed for multiple materials.
| float32 SleepAngularVelocityThreshold |
How low the angular velocity can be before solver puts body to sleep.
| int SleepCounterThreshold |
How many ticks we can be under thresholds for before solver puts body to sleep.
| float32 SleepLinearVelocityThreshold |
How low the linear velocity can be before solver puts body to sleep.
| EPhysicalMaterialSoftCollisionMode SoftCollisionMode |
For enable soft collision shell thickness mode.
| float32 SoftCollisionThickness |
Thickness of the layer just inside the collision shape in which contact is considered "soft". The units depend on SoftCollisionMode.
| 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).
| FPhysicalMaterialStrength Strength |
| EPhysicalSurface SurfaceType |
To edit surface type for your project, use ProjectSettings/Physics/PhysicalSurface section.