DefaultPhysMaterialName

DefaultPhysMaterialName

#Overview

name: DefaultPhysMaterialName

The value of this variable can be defined or overridden in .ini config files. 1 .ini config file referencing this setting variable.

It is referenced in 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEngine.ini:193, section: [/Script/Engine.Engine]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Engine/Engine.h:1310

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** Path of the PhysicalMaterial to use if none is defined for a particular object. */
	UPROPERTY(globalconfig)
	FSoftObjectPath DefaultPhysMaterialName;

	/** PhysicalMaterial to use if none is defined for a Destructible object. */
	UPROPERTY()
	TObjectPtr<class UPhysicalMaterial> DefaultDestructiblePhysMaterial;

	/** Path of the PhysicalMaterial to use if none is defined for a particular object. */

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3193

Scope (from outer to inner):

file
function     void UEngine::InitializeObjectReferences

Source code excerpt:

	if ( DefaultPhysMaterial == NULL )
	{
		DefaultPhysMaterial = LoadObject<UPhysicalMaterial>(NULL, *DefaultPhysMaterialName.ToString(), NULL, LOAD_None, NULL);
		if(!DefaultPhysMaterial)
		{
			UE_LOG(LogEngine, Error, TEXT("The default physical material (%s) was not found. Please make sure you have your default physical material set up correctly."), *DefaultPhysMaterialName.ToString());
			DefaultPhysMaterial = NewObject<UPhysicalMaterial>();
		}
	}
	
	UPhysicalMaterial::SetEngineDefaultPhysMaterial(DefaultPhysMaterial);