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Classes

UPhysicalMaterial

UObject

Physical materials are used to define the response of a physical object when interacting dynamically with the world.

Member Type Offset Share
Friction

Surface properties.Friction value of surface, controls how easily things can slide on this surface (0 is frictionless, higher values increase the amount of friction)

float 0x28
FrictionCombineMode

Friction combine mode, controls how friction is computed for multiple materials.

EFrictionCombineMode 0x2c
bOverrideFrictionCombineMode

If set we will use the FrictionCombineMode of this material, instead of the FrictionCombineMode found in the project settings.

bool 0x2d
Restitution

Restitution or 'bounciness' of this surface, between 0 (no bounce) and 1 (outgoing velocity is same as incoming).

float 0x30
RestitutionCombineMode

Restitution combine mode, controls how restitution is computed for multiple materials.

EFrictionCombineMode 0x34
bOverrideRestitutionCombineMode

If set we will use the RestitutionCombineMode of this material, instead of the RestitutionCombineMode found in the project settings.

bool 0x35
Density

Object properties.Used with the shape of the object to calculate its mass properties.

float 0x38
RaiseMassToPower

Used to adjust the way that mass increases as objects get larger.

float 0x3c
DestructibleDamageThresholdScale

How much to scale the damage threshold by on any destructible we are applied to

float 0x40
PhysicalMaterialProperty UPhysicalMaterialPropertyBase* 0x48
SurfaceType

To edit surface type for your project, use ProjectSettings/Physics/PhysicalSurface section

EPhysicalSurface 0x50
TireFrictionScale float 0x54
TireFrictionScales TArray<FTireFrictionScalePair> 0x58