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 |