GravScale
GravScale
#Overview
name: GravScale
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/BaseEditorPerProjectUserSettings.ini:516, section: [/Script/UnrealEd.PhysicsAssetEditorOptions]
- INI Section:
/Script/UnrealEd.PhysicsAssetEditorOptions
- Raw value:
1.0
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Editor/PhysicsAssetEditor/Private/PhysicsAssetEditorEditMode.cpp:505
Scope (from outer to inner):
file
function void FPhysicsAssetEditorEditMode::Tick
Source code excerpt:
UWorld* World = SharedData->PreviewScene.Pin()->GetWorld();
AWorldSettings* Setting = World->GetWorldSettings();
Setting->WorldGravityZ = SharedData->bNoGravitySimulation ? 0.0f : (SharedData->EditorOptions->bUseGravityOverride ? SharedData->EditorOptions->GravityOverrideZ : (UPhysicsSettings::Get()->DefaultGravityZ * SharedData->EditorOptions->GravScale));
Setting->bWorldGravitySet = true;
// We back up the transforms array now
SharedData->EditorSkelComp->AnimationSpaceBases = SharedData->EditorSkelComp->GetComponentSpaceTransforms();
// When using the World solver, we must specify how much of the solver output gets blended into the animated mesh pose
// When using other solvers in PhAT, we don't want SetPhysicsBlendWeight function to re-enale the main solver physics
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Preferences/PhysicsAssetEditorOptions.h:61
Scope (from outer to inner):
file
class class UPhysicsAssetEditorOptions : public UObject
Source code excerpt:
/** Scale factor for the gravity used in the simulation */
UPROPERTY(EditAnywhere, config, Category=Simulation, meta=(UIMin=0, UIMax=100, ClampMin=-10000, ClampMax=10000, EditCondition = "!bUseGravityOverride"))
float GravScale;
/** Gravity override used in the simulation */
UPROPERTY(EditAnywhere, config, Category = Simulation, meta = (UIMin = 0, UIMax = 100, ClampMin = -100000, ClampMax = 100000, EditCondition = "bUseGravityOverride"))
float GravityOverrideZ;
/* Toggle gravity override vs gravity scale */