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UE3:PhysicalMaterial (UT3)

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UT3 Object >> PhysicalMaterial

Contents

Package: 
Engine
This class in other games:
UDK

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

[edit] Properties

[edit] Property group 'Advanced'

[edit] AnisoFrictionDir

Type: Object.Vector

Direction (in physics object local space) for FrictionV to be applied.

[edit] bEnableAnisotropicFriction

Type: bool

Enable support for different friction in different directions.

[edit] FrictionV

Type: float

Friction to be applied in AnisoFrictionDir - Friction will be used for the other direction.

[edit] Property group 'Impact'

[edit] ImpactEffect

Type: ParticleSystem


[edit] ImpactReFireDelay

Type: float


[edit] ImpactSound

Type: SoundCue


[edit] ImpactThreshold

Type: float


[edit] Property group 'Parent'

[edit] Parent

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!

[edit] Property group 'PhysicalMaterial'

[edit] AngularDamping

Type: float


[edit] bForceConeFriction

Type: bool


[edit] Density

Type: float


Default value: 1.0

[edit] Friction

Type: float


Default value: 0.7

[edit] LinearDamping

Type: float


Default value: 0.01

[edit] MagneticResponse

Type: float


[edit] Restitution

Type: float


Default value: 0.3

[edit] WindResponse

Type: float


[edit] Property group 'PhysicalProperties'

[edit] PhysicalMaterialProperty

Type: PhysicalMaterialPropertyBase

Modifiers: export, editinline


[edit] Property group 'Slide'

[edit] SlideEffect

Type: ParticleSystem


[edit] SlideReFireDelay

Type: float


[edit] SlideSound

Type: SoundCue


[edit] SlideThreshold

Type: float


[edit] Internal variables

[edit] MaterialIndex

Type: int

Modifiers: transient


[edit] Instance functions

[edit] GetPhysicalMaterialProperty

function PhysicalMaterialPropertyBase GetPhysicalMaterialProperty (class<PhysicalMaterialPropertyBaseDesiredClass)

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