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UE3:PhysicalMaterial (UDK)
Object >> PhysicalMaterial |
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Properties[edit]
Property group 'Advanced'[edit]
AnisoFrictionDir[edit]
Type: Object.Vector
Direction (in physics object local space) for FrictionV to be applied.
bEnableAnisotropicFriction[edit]
Type: bool
Enable support for different friction in different directions.
FrictionV[edit]
Type: float
Friction to be applied in AnisoFrictionDir - Friction will be used for the other direction.
Property group 'Fracture'[edit]
FractureSoundExplosion[edit]
Type: SoundCue
Sound cue to play when multiple fracture parts are dislodged from a mesh
FractureSoundSingle[edit]
Type: SoundCue
Sound cue to play when a single piece is removed from mesh.
Property group 'Impact'[edit]
ImpactEffect[edit]
Type: ParticleSystem
Particle effect to play at impact location
ImpactReFireDelay[edit]
Type: float
Min time between effect/sound being triggered
ImpactSound[edit]
Type: SoundCue
Sound to play
ImpactThreshold[edit]
Type: float
How hard an impact must be to trigger effect/sound
Property group 'Parent'[edit]
Parent[edit]
Type: PhysicalMaterial
The PhysicalMaterial objects now have a parent reference / pointer. This allows you to make single inheritance hierarchies of PhysicalMaterials. Specifically this allows one to set default data and then have subclasses over ride that data. (e.g. For all materials in the game we are going to say the default Impact Sound is SoundA. Now for a Tin Shed we can make a Metal Physical Material and set its parent pointer to the Default Material. And then for our Metal PhysicalMaterial we say: Play SoundB for Pistols and Rifles. Leaving everything else blank, our code can now traverse up the tree to the Default PhysicalMaterial and read the values out of that.
This allows for very specific and interesting behavior that is for the most part completely in the hands of your content creators.
A programmer is needed only to create the orig set of parameters and then it is all data driven parameterization!
Property group 'PhysicalMaterial'[edit]
AngularDamping[edit]
Type: float
bForceConeFriction[edit]
Type: bool
Density[edit]
Type: float
Default value: 1.0
Friction[edit]
Type: float
Default value: 0.7
LinearDamping[edit]
Type: float
Default value: 0.01
MagneticResponse[edit]
Type: float
Restitution[edit]
Type: float
Default value: 0.3
WindResponse[edit]
Type: float
Property group 'PhysicalProperties'[edit]
PhysicalMaterialProperty[edit]
Type: PhysicalMaterialPropertyBase
Modifiers: export, editinline
Property group 'Slide'[edit]
SlideEffect[edit]
Type: ParticleSystem
Effect to place at contact position and enable while sliding
SlideReFireDelay[edit]
Type: float
How long since last slide before sound/effect can be re-triggered
SlideSound[edit]
Type: SoundCue
Looping sound to play while objects are sliding
SlideThreshold[edit]
Type: float
How fast an object must slide to trigger effect/sound
Internal variables[edit]
MaterialIndex[edit]
Type: int
Modifiers: transient
Enums[edit]
EPhysEffectType[edit]
Enum to differentiate between impact and slide effects.
- EPMET_Impact
- EPMET_Slide
Functions[edit]
Native functions[edit]
FindPhysEffectInfo[edit]
Walk up the PhysMat heirarchy to fill in the supplied PhysEffectInfo struct.
Other instance functions[edit]
FindFractureSounds[edit]
Look up PhysicalMaterial heriarchy to find fracture sounds
GetPhysicalMaterialProperty[edit]
finds a physical material property of the desired class, querying the parent if this material doesn't have it
Parameters:
- DesiredClass - the class of physical material property to search for
Returns:
- a PhysicalMaterialPropertyBase matching the desired class, or none if there isn't one