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

Default physics settings. More...

Static Public Member Functions

Static Functions
static UClass StaticClass ()

Public Attributes

ChaosPhysics
FChaosSolverConfiguration SolverOptions
 Options to apply to Chaos solvers on creation.
Constants
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.
Simulation
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)?

Detailed Description

Default physics settings.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ bEnable2DPhysics

bool bEnable2DPhysics

Can 2D physics be used (Box2D)?

◆ bEnableEnhancedDeterminism

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.

◆ bEnablePCM

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.

◆ bEnableShapeSharing

bool bEnableShapeSharing

Enables shape sharing between sync and async scene for static rigid actors.

◆ bEnableStabilization

bool bEnableStabilization

Enables stabilization of contacts for slow moving bodies. This will help improve the stability of stacking.

◆ BounceThresholdVelocity

float32 BounceThresholdVelocity

Minimum relative velocity required for an object to bounce. A typical value for simulation stability is about 0.2 * gravity.

◆ bSimulateSkeletalMeshOnDedicatedServer

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.

◆ bWarnMissingLocks

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.

◆ ContactOffsetMultiplier

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.

◆ DefaultFluidFriction

float32 DefaultFluidFriction

Default fluid friction for Physics Volumes.

◆ DefaultGravityZ

float32 DefaultGravityZ

Default gravity.

◆ DefaultShapeComplexity

ECollisionTraceFlag DefaultShapeComplexity

Determines the default physics shape complexity.

◆ DefaultTerminalVelocity

float32 DefaultTerminalVelocity

Default terminal velocity for Physics Volumes.

◆ FrictionCombineMode

EFrictionCombineMode FrictionCombineMode

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

◆ MaxAngularVelocity

float32 MaxAngularVelocity

Max angular velocity that a simulated object can achieve.

◆ MaxContactOffset

float32 MaxContactOffset

Max Contact offset.

◆ MaxDepenetrationVelocity

float32 MaxDepenetrationVelocity

Max velocity which may be used to depenetrate simulated physics objects. 0 means no maximum.

◆ MinContactOffset

float32 MinContactOffset

Min Contact offset.

◆ RagdollAggregateThreshold

int RagdollAggregateThreshold

Threshold for ragdoll bodies above which they will be added to an aggregate before being added to the scene.

◆ RestitutionCombineMode

EFrictionCombineMode RestitutionCombineMode

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

◆ SimulateScratchMemorySize

int SimulateScratchMemorySize

Amount of memory to reserve for PhysX simulate(), this is per pxscene and will be rounded up to the next 16K boundary.

◆ SolverOptions

FChaosSolverConfiguration SolverOptions

Options to apply to Chaos solvers on creation.

◆ TriangleMeshTriangleMinAreaThreshold

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.