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Physics Config Character Virtual - Open Dev Kit Documentation

Open Dev Kit Documentation :: Game :: Physics Config Character Virtual

Game.PhysicsConfigCharacterVirtual
Jolt CharacterVirtual settings (collision-only character with no rigid body in the world). Main shape comes from GetShapes(Object); the inner body shape (used so other characters can collide with this one) is auto-derived by scaling the main shape by InnerShapeScale.

Functions

Constructor ( )

Properties

Max Slope Angle Float
maximum walkable slope in degrees
Max Strength Float
maximum force the character can exert on other bodies
Character Padding Float
how far the character stays away from geometry to avoid jitter
Penetration Recovery Speed Float
fraction of penetration recovered per step (1.0 = immediately)
Predictive Contact Distance Float
look-ahead distance for predictive contacts
Max Num Hits Integer
maximum number of contact hits collected per step
Hit Reduction Cos Max Angle Float
cosine of max angle between contacts that are merged; -1 disables reduction
Enable Walk Stairs Boolean
whether the character walks up steps automatically
Enable Stick To Floor Boolean
whether the character sticks to the floor when walking down slopes
Enhanced Internal Edge Removal Boolean
extra work to remove ghost contacts from internal mesh edges; smoother movement over convex-edged terrain at a small performance cost
Inner Shape Scale Float
factor applied to the main shape to produce the inner rigid body shape that other characters collide with; 0 disables the inner body
Up 3D Vector
up vector used for slope/contact classification; {0,0,0} auto-derives from inverse of scene gravity. Set explicitly for scenarios like loops, wall-running, or reoriented gravity where the character's up differs from the scene's.

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