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]

#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 */