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UE3:PhysicalMaterial (UT3)
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 'Impact'[edit]
ImpactEffect[edit]
Type: ParticleSystem
ImpactReFireDelay[edit]
Type: float
ImpactSound[edit]
Type: SoundCue
ImpactThreshold[edit]
Type: float
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
SlideReFireDelay[edit]
Type: float
SlideSound[edit]
Type: SoundCue
SlideThreshold[edit]
Type: float
Internal variables[edit]
MaterialIndex[edit]
Type: int
Modifiers: transient
Instance functions[edit]
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