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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 () |
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)? | |
Default physics settings.
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static |
| bool bEnable2DPhysics |
Can 2D physics be used (Box2D)?
| 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.
| 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 bEnableShapeSharing |
Enables shape sharing between sync and async scene for static rigid actors.
| bool bEnableStabilization |
Enables stabilization of contacts for slow moving bodies. This will help improve the stability of stacking.
| float32 BounceThresholdVelocity |
Minimum relative velocity required for an object to bounce. A typical value for simulation stability is about 0.2 * gravity.
| 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.
| 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.
| 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 DefaultFluidFriction |
Default fluid friction for Physics Volumes.
| float32 DefaultGravityZ |
Default gravity.
| ECollisionTraceFlag DefaultShapeComplexity |
Determines the default physics shape complexity.
| float32 DefaultTerminalVelocity |
Default terminal velocity for Physics Volumes.
| EFrictionCombineMode FrictionCombineMode |
Friction combine mode, controls how friction is computed for multiple materials.
| float32 MaxAngularVelocity |
Max angular velocity that a simulated object can achieve.
| float32 MaxContactOffset |
Max Contact offset.
| float32 MaxDepenetrationVelocity |
Max velocity which may be used to depenetrate simulated physics objects. 0 means no maximum.
| float32 MinContactOffset |
Min Contact offset.
| int RagdollAggregateThreshold |
Threshold for ragdoll bodies above which they will be added to an aggregate before being added to the scene.
| EFrictionCombineMode RestitutionCombineMode |
Restitution combine mode, controls how restitution is computed for multiple materials.
| int SimulateScratchMemorySize |
Amount of memory to reserve for PhysX simulate(), this is per pxscene and will be rounded up to the next 16K boundary.
| FChaosSolverConfiguration SolverOptions |
Options to apply to Chaos solvers on creation.
| 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.