unreal.PhysicsSettings
¶
- class unreal.PhysicsSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PhysicsSettingsCore
Default physics settings.
C++ Source:
Module: Engine
File: PhysicsSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
anim_physics_min_delta_time
(float): [Read-Write] Min Delta Time below which anim dynamics and rigidbody nodes will not simulate.async_fixed_time_step_size
(float): [Read-Write] If using async, the time step size to tick at. This feature is still experimental. Certain functionality might not work correctlybounce_threshold_velocity
(float): [Read-Write] Minimum relative velocity required for an object to bounce. A typical value for simulation stability is about 0.2 * gravitychaos_settings
(ChaosPhysicsSettings): [Read-Write] Chaos physics engine settingscontact_offset_multiplier
(float): [Read-Write] 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.default_broadphase_settings
(BroadphaseSettings): [Read-Write] If we want to Enable MPB or not globally. This is then overridden by project settings if not enabled. *default_degrees_of_freedom
(SettingsDOF): [Read-Write] Useful for constraining all objects in the world, for example if you are making a 2D game using 3D environments.default_fluid_friction
(float): [Read-Write] Default fluid friction for Physics Volumes.default_gravity_z
(float): [Read-Write] Default gravity.default_shape_complexity
(CollisionTraceFlag): [Read-Write] Determines the default physics shape complexity.default_terminal_velocity
(float): [Read-Write] Default terminal velocity for Physics Volumes.disable_active_actors
(bool): [Read-Write] 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.disable_ccd
(bool): [Read-Write] 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.disable_kinematic_kinematic_pairs
(bool): [Read-Write] Whether to disable generating KK pairs, enabling this speeds up contact generation, however it is required when using APEX destruction.disable_kinematic_static_pairs
(bool): [Read-Write] 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 pairsenable2d_physics
(bool): [Read-Write] Can 2D physics be used (Box2D)?enable_enhanced_determinism
(bool): [Read-Write] 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 specificsenable_pcm
(bool): [Read-Write] Enables persistent contact manifolds. This will generate fewer contact points, but with more accuracy. Reduces stability of stacking, but can help energy conservation.enable_shape_sharing
(bool): [Read-Write] Enables shape sharing between sync and async scene for static rigid actorsenable_stabilization
(bool): [Read-Write] Enables stabilization of contacts for slow moving bodies. This will help improve the stability of stacking.friction_combine_mode
(FrictionCombineMode): [Read-Write] Friction combine mode, controls how friction is computed for multiple materials.initial_average_frame_rate
(float): [Read-Write] Physics delta time initial average.max_angular_velocity
(float): [Read-Write] Max angular velocity that a simulated object can achieve.max_contact_offset
(float): [Read-Write] Max Contact offset.max_depenetration_velocity
(float): [Read-Write] Max velocity which may be used to depenetrate simulated physics objects. 0 means no maximum.max_physics_delta_time
(float): [Read-Write] Max Physics Delta Time to be clamped.max_substep_delta_time
(float): [Read-Write] Max delta time (in seconds) for an individual simulation substep.max_substeps
(int32): [Read-Write] Max number of substeps for physics simulation.min_contact_offset
(float): [Read-Write] Min Contact offset.min_delta_velocity_for_hit_events
(float): [Read-Write] Minimum velocity delta required on a collinding object for Chaos to send a hit eventmin_physics_delta_time
(float): [Read-Write] Min Physics Delta Time; the simulation will not step if the delta time is below this valuephys_x_tree_rebuild_rate
(int32): [Read-Write] 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 builtphysic_error_correction
(RigidBodyErrorCorrection): [Read-Write] Error correction data for replicating simulated physics (rigid bodies)physical_surfaces
(Array[PhysicalSurfaceName]): [Read-Write] PhysicalMaterial Surface Typesphysics_prediction
(PhysicsPredictionSettings): [Read-Write] Settings for Networked Physics Prediction, experimental.ragdoll_aggregate_threshold
(int32): [Read-Write] Threshold for ragdoll bodies above which they will be added to an aggregate before being added to the scenerestitution_combine_mode
(FrictionCombineMode): [Read-Write] Restitution combine mode, controls how restitution is computed for multiple materials.simulate_anim_physics_after_reset
(bool): [Read-Write] Whether to simulate anim physics nodes in the tick where they’re reset.simulate_scratch_memory_size
(int32): [Read-Write] Amount of memory to reserve for PhysX simulate(), this is per pxscene and will be rounded up to the next 16K boundarysimulate_skeletal_mesh_on_dedicated_server
(bool): [Read-Write] If true, simulate physics for this component on a dedicated server. This should be set if simulating physics and replicating with a dedicated server.solver_options
(ChaosSolverConfiguration): [Read-Write] Options to apply to Chaos solvers on creationsubstepping
(bool): [Read-Write] Whether to substep the physics simulation. This feature is still experimental. Certain functionality might not work correctlysubstepping_async
(bool): [Read-Write] Whether to substep the async physics simulation. This feature is still experimental. Certain functionality might not work correctlysupport_uv_from_hit_results
(bool): [Read-Write] If true, store extra information to allow FindCollisionUV to derive UV info from a line trace hit result, using the FindCollisionUV utilitysuppress_face_remap_table
(bool): [Read-Write] 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.sync_scene_smoothing_factor
(float): [Read-Write] Physics delta time smoothing factor for sync scene.tick_physics_async
(bool): [Read-Write] Whether to tick physics simulation on an async thread. This feature is still experimental. Certain functionality might not work correctlytriangle_mesh_triangle_min_area_threshold
(float): [Read-Write] 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.warn_missing_locks
(bool): [Read-Write] Whether to warn when physics locks are used incorrectly. Turning this off is not recommended and should only be used by very advanced users.
- get_physics_history_count() int32 ¶
Get Physics History Count
- Return type:
int32