G1R AngelScript
Scripting reference for the Gothic 1 Remake
Loading...
Searching...
No Matches
UPhysicsSettings Class Reference

Default physics settings. More...

Static Public Member Functions

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

Public Attributes

Broadphase
FBroadphaseSettings DefaultBroadphaseSettings
 If we want to Enable MPB or not globally. This is then overridden by project settings if not enabled. *.
ChaosPhysics
float32 MinDeltaVelocityForHitEvents
 Minimum velocity delta required on a collinding object for Chaos to send a hit event.
FChaosPhysicsSettings ChaosSettings
 Chaos physics engine settings.
Framerate
bool bSubstepping
 Whether to substep the physics simulation. This feature is still experimental. Certain functionality might not work correctly.
bool bTickPhysicsAsync
 Whether to tick physics simulation on an async thread. This feature is still experimental. Certain functionality might not work correctly.
float32 MinPhysicsDeltaTime
 Min Physics Delta Time; the simulation will not step if the delta time is below this value.
float32 MaxPhysicsDeltaTime
 Max Physics Delta Time to be clamped.
float32 AsyncFixedTimeStepSize
 If using async, the time step size to tick at. This feature is still experimental. Certain functionality might not work correctly.
float32 MaxSubstepDeltaTime
 Max delta time (in seconds) for an individual simulation substep.
int PhysXTreeRebuildRate
 The number of frames it takes to rebuild the PhysX scene query AABB tree. The bigger the number, the smaller fetchResults takes per frame, but the more the tree deteriorates until a new tree is built.
int MaxSubsteps
 Max number of substeps for physics simulation.
float32 AnimPhysicsMinDeltaTime
 Min Delta Time below which anim dynamics and rigidbody nodes will not simulate.
float32 SyncSceneSmoothingFactor
 Physics delta time smoothing factor for sync scene.
bool bSubsteppingAsync
 Whether to substep the async physics simulation. This feature is still experimental. Certain functionality might not work correctly.
float32 InitialAverageFrameRate
 Physics delta time initial average.
Optimization
bool bDisableActiveActors
 If true, physx will not update unreal with any bodies that have moved during the simulation. This should only be used if you have no physx simulation or you are manually updating the unreal data via polling physx.
bool bDisableKinematicKinematicPairs
 Whether to disable generating KK pairs, enabling this speeds up contact generation, however it is required when using APEX destruction.
bool bDisableKinematicStaticPairs
 Whether to disable generating KS pairs, enabling this makes switching between dynamic and static slower for actors - but speeds up contact generation by early rejecting these pairs.
bool bSupportUVFromHitResults
 If true, store extra information to allow FindCollisionUV to derive UV info from a line trace hit result, using the FindCollisionUV utility.
bool bSuppressFaceRemapTable
 If true, the internal physx face to UE face mapping will not be generated. This is a memory optimization available if you do not rely on face indices returned by scene queries.
Replication
FRigidBodyErrorCorrection PhysicErrorCorrection
 Error correction data for replicating simulated physics (rigid bodies).
FPhysicsPredictionSettings PhysicsPrediction
 Settings for Networked Physics Prediction, experimental.
Simulation
ESettingsDOF DefaultDegreesOfFreedom
 Useful for constraining all objects in the world, for example if you are making a 2D game using 3D environments.
bool bDisableCCD
 If true CCD will be ignored. This is an optimization when CCD is never used which removes the need for physx to check it internally.
bool bSimulateAnimPhysicsAfterReset
 Whether to simulate anim physics nodes in the tick where they're reset.
Public Attributes inherited from UPhysicsSettingsCore
FChaosSolverConfiguration SolverOptions
 Options to apply to Chaos solvers on creation.
float32 DefaultFluidFriction
 Default fluid friction for Physics Volumes.
int SimulateScratchMemorySize
 Amount of memory to reserve for PhysX simulate(), this is per pxscene and will be rounded up to the next 16K boundary.
int RagdollAggregateThreshold
 Threshold for ragdoll bodies above which they will be added to an aggregate before being added to the scene.
float32 TriangleMeshTriangleMinAreaThreshold
 Triangles from triangle meshes (BSP) with an area less than or equal to this value will be removed from physics collision data. Set to less than 0 to disable.
float32 DefaultTerminalVelocity
 Default terminal velocity for Physics Volumes.
float32 DefaultGravityZ
 Default gravity.
EFrictionCombineMode RestitutionCombineMode
 Restitution combine mode, controls how restitution is computed for multiple materials.
bool bEnablePCM
 Enables persistent contact manifolds. This will generate fewer contact points, but with more accuracy. Reduces stability of stacking, but can help energy conservation.
bool bEnableStabilization
 Enables stabilization of contacts for slow moving bodies. This will help improve the stability of stacking.
bool bWarnMissingLocks
 Whether to warn when physics locks are used incorrectly. Turning this off is not recommended and should only be used by very advanced users.
bool bEnableEnhancedDeterminism
 If set to true, the scene will use enhanced determinism at the cost of a bit more resources. See eENABLE_ENHANCED_DETERMINISM to learn about the specifics.
float32 BounceThresholdVelocity
 Minimum relative velocity required for an object to bounce. A typical value for simulation stability is about 0.2 * gravity.
EFrictionCombineMode FrictionCombineMode
 Friction combine mode, controls how friction is computed for multiple materials.
bool bEnableShapeSharing
 Enables shape sharing between sync and async scene for static rigid actors.
float32 MaxAngularVelocity
 Max angular velocity that a simulated object can achieve.
float32 MaxDepenetrationVelocity
 Max velocity which may be used to depenetrate simulated physics objects. 0 means no maximum.
float32 ContactOffsetMultiplier
 Contact offset multiplier. When creating a physics shape we look at its bounding volume and multiply its minimum value by this multiplier. A bigger number will generate contact points earlier which results in higher stability at the cost of performance.
float32 MinContactOffset
 Min Contact offset.
float32 MaxContactOffset
 Max Contact offset.
bool bSimulateSkeletalMeshOnDedicatedServer
 If true, simulate physics for this component on a dedicated server. This should be set if simulating physics and replicating with a dedicated server.
ECollisionTraceFlag DefaultShapeComplexity
 Determines the default physics shape complexity.
bool bEnable2DPhysics
 Can 2D physics be used (Box2D)?

Physics

const int PhysicsHistoryCount
int GetPhysicsHistoryCount () const

Detailed Description

Default physics settings.

Member Function Documentation

◆ GetPhysicsHistoryCount()

int GetPhysicsHistoryCount ( ) const

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AnimPhysicsMinDeltaTime

float32 AnimPhysicsMinDeltaTime

Min Delta Time below which anim dynamics and rigidbody nodes will not simulate.

◆ AsyncFixedTimeStepSize

float32 AsyncFixedTimeStepSize

If using async, the time step size to tick at. This feature is still experimental. Certain functionality might not work correctly.

◆ bDisableActiveActors

bool bDisableActiveActors

If true, physx will not update unreal with any bodies that have moved during the simulation. This should only be used if you have no physx simulation or you are manually updating the unreal data via polling physx.

◆ bDisableCCD

bool bDisableCCD

If true CCD will be ignored. This is an optimization when CCD is never used which removes the need for physx to check it internally.

◆ bDisableKinematicKinematicPairs

bool bDisableKinematicKinematicPairs

Whether to disable generating KK pairs, enabling this speeds up contact generation, however it is required when using APEX destruction.

◆ bDisableKinematicStaticPairs

bool bDisableKinematicStaticPairs

Whether to disable generating KS pairs, enabling this makes switching between dynamic and static slower for actors - but speeds up contact generation by early rejecting these pairs.

◆ bSimulateAnimPhysicsAfterReset

bool bSimulateAnimPhysicsAfterReset

Whether to simulate anim physics nodes in the tick where they're reset.

◆ bSubstepping

bool bSubstepping

Whether to substep the physics simulation. This feature is still experimental. Certain functionality might not work correctly.

◆ bSubsteppingAsync

bool bSubsteppingAsync

Whether to substep the async physics simulation. This feature is still experimental. Certain functionality might not work correctly.

◆ bSupportUVFromHitResults

bool bSupportUVFromHitResults

If true, store extra information to allow FindCollisionUV to derive UV info from a line trace hit result, using the FindCollisionUV utility.

◆ bSuppressFaceRemapTable

bool bSuppressFaceRemapTable

If true, the internal physx face to UE face mapping will not be generated. This is a memory optimization available if you do not rely on face indices returned by scene queries.

◆ bTickPhysicsAsync

bool bTickPhysicsAsync

Whether to tick physics simulation on an async thread. This feature is still experimental. Certain functionality might not work correctly.

◆ ChaosSettings

FChaosPhysicsSettings ChaosSettings

Chaos physics engine settings.

◆ DefaultBroadphaseSettings

FBroadphaseSettings DefaultBroadphaseSettings

If we want to Enable MPB or not globally. This is then overridden by project settings if not enabled. *.

◆ DefaultDegreesOfFreedom

ESettingsDOF DefaultDegreesOfFreedom

Useful for constraining all objects in the world, for example if you are making a 2D game using 3D environments.

◆ InitialAverageFrameRate

float32 InitialAverageFrameRate

Physics delta time initial average.

◆ MaxPhysicsDeltaTime

float32 MaxPhysicsDeltaTime

Max Physics Delta Time to be clamped.

◆ MaxSubstepDeltaTime

float32 MaxSubstepDeltaTime

Max delta time (in seconds) for an individual simulation substep.

◆ MaxSubsteps

int MaxSubsteps

Max number of substeps for physics simulation.

◆ MinDeltaVelocityForHitEvents

float32 MinDeltaVelocityForHitEvents

Minimum velocity delta required on a collinding object for Chaos to send a hit event.

◆ MinPhysicsDeltaTime

float32 MinPhysicsDeltaTime

Min Physics Delta Time; the simulation will not step if the delta time is below this value.

◆ PhysicErrorCorrection

FRigidBodyErrorCorrection PhysicErrorCorrection

Error correction data for replicating simulated physics (rigid bodies).

◆ PhysicsHistoryCount

const int PhysicsHistoryCount

◆ PhysicsPrediction

FPhysicsPredictionSettings PhysicsPrediction

Settings for Networked Physics Prediction, experimental.

◆ PhysXTreeRebuildRate

int PhysXTreeRebuildRate

The number of frames it takes to rebuild the PhysX scene query AABB tree. The bigger the number, the smaller fetchResults takes per frame, but the more the tree deteriorates until a new tree is built.

◆ SyncSceneSmoothingFactor

float32 SyncSceneSmoothingFactor

Physics delta time smoothing factor for sync scene.