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 * gravity

  • contact_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 specifics

  • enable_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 actors

  • enable_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 scene

  • restitution_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 boundary

  • simulate_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 creation

  • triangle_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.