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]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Engine/EngineMaterials/DefaultPhysicalMaterial.DefaultPhysicalMaterial
- Is Array:
False
#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);