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UE3:PhysicalMaterial (UDK)
Object >> PhysicalMaterial |
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Properties
Property group 'Advanced'
AnisoFrictionDir
Type: Object.Vector
Direction (in physics object local space) for FrictionV to be applied.
bEnableAnisotropicFriction
Type: bool
Enable support for different friction in different directions.
FrictionV
Type: float
Friction to be applied in AnisoFrictionDir - Friction will be used for the other direction.
Property group 'Fracture'
FractureSoundExplosion
Type: SoundCue
Sound cue to play when multiple fracture parts are dislodged from a mesh
FractureSoundSingle
Type: SoundCue
Sound cue to play when a single piece is removed from mesh.
Property group 'Impact'
ImpactEffect
Type: ParticleSystem
Particle effect to play at impact location
ImpactReFireDelay
Type: float
Min time between effect/sound being triggered
ImpactSound
Type: SoundCue
Sound to play
ImpactThreshold
Type: float
How hard an impact must be to trigger effect/sound
Property group 'Parent'
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!
Property group 'PhysicalMaterial'
AngularDamping
Type: float
bForceConeFriction
Type: bool
Density
Type: float
Default value: 1.0
Friction
Type: float
Default value: 0.7
LinearDamping
Type: float
Default value: 0.01
MagneticResponse
Type: float
Restitution
Type: float
Default value: 0.3
WindResponse
Type: float
Property group 'PhysicalProperties'
PhysicalMaterialProperty
Type: PhysicalMaterialPropertyBase
Modifiers: export, editinline
Property group 'Slide'
SlideEffect
Type: ParticleSystem
Effect to place at contact position and enable while sliding
SlideReFireDelay
Type: float
How long since last slide before sound/effect can be re-triggered
SlideSound
Type: SoundCue
Looping sound to play while objects are sliding
SlideThreshold
Type: float
How fast an object must slide to trigger effect/sound
Internal variables
MaterialIndex
Type: int
Modifiers: transient
Enums
EPhysEffectType
Enum to differentiate between impact and slide effects.
- EPMET_Impact
- EPMET_Slide
Functions
Native functions
FindPhysEffectInfo
Walk up the PhysMat heirarchy to fill in the supplied PhysEffectInfo struct.
Other instance functions
FindFractureSounds
Look up PhysicalMaterial heriarchy to find fracture sounds
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