unreal.PhysicsSettingsCore
¶
- class unreal.PhysicsSettingsCore(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
DeveloperSettings
Default physics settings.
C++ Source:
Module: PhysicsCore
File: PhysicsSettingsCore.h
Editor Properties: (see get_editor_property/set_editor_property)
bounce_threshold_velocity
(float): [Read-Write] Minimum relative velocity required for an object to bounce. A typical value for simulation stability is about 0.2 * gravitycontact_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_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.enable2d_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.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.min_contact_offset
(float): [Read-Write] Min Contact offset.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_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 creationtriangle_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.