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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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 |
Default physics settings.
| int GetPhysicsHistoryCount | ( | ) | const |
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static |
| float32 AnimPhysicsMinDeltaTime |
Min Delta Time below which anim dynamics and rigidbody nodes will not simulate.
| float32 AsyncFixedTimeStepSize |
If using async, the time step size to tick at. This feature is still experimental. Certain functionality might not work correctly.
| 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 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 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 bSimulateAnimPhysicsAfterReset |
Whether to simulate anim physics nodes in the tick where they're reset.
| bool bSubstepping |
Whether to substep the physics simulation. This feature is still experimental. Certain functionality might not work correctly.
| bool bSubsteppingAsync |
Whether to substep the async physics simulation. This feature is still experimental. Certain functionality might not work correctly.
| 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.
| bool bTickPhysicsAsync |
Whether to tick physics simulation on an async thread. This feature is still experimental. Certain functionality might not work correctly.
| FChaosPhysicsSettings ChaosSettings |
Chaos physics engine settings.
| FBroadphaseSettings DefaultBroadphaseSettings |
If we want to Enable MPB or not globally. This is then overridden by project settings if not enabled. *.
| ESettingsDOF DefaultDegreesOfFreedom |
Useful for constraining all objects in the world, for example if you are making a 2D game using 3D environments.
| float32 InitialAverageFrameRate |
Physics delta time initial average.
| float32 MaxPhysicsDeltaTime |
Max Physics Delta Time to be clamped.
| float32 MaxSubstepDeltaTime |
Max delta time (in seconds) for an individual simulation substep.
| int MaxSubsteps |
Max number of substeps for physics simulation.
| float32 MinDeltaVelocityForHitEvents |
Minimum velocity delta required on a collinding object for Chaos to send a hit event.
| float32 MinPhysicsDeltaTime |
Min Physics Delta Time; the simulation will not step if the delta time is below this value.
| FRigidBodyErrorCorrection PhysicErrorCorrection |
Error correction data for replicating simulated physics (rigid bodies).
| const int PhysicsHistoryCount |
| FPhysicsPredictionSettings PhysicsPrediction |
Settings for Networked Physics Prediction, experimental.
| 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.
| float32 SyncSceneSmoothingFactor |
Physics delta time smoothing factor for sync scene.