Always snap to grid
UE3:PhysicalMaterial (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> PhysicalMaterial |
Contents |
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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
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
