PhysicsCollisionHandlerClassName

PhysicsCollisionHandlerClassName

#Overview

name: PhysicsCollisionHandlerClassName

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:131, 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:830

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** Sets the PhysicsCollisionHandler class to use by default, which can be overridden to change game-specific behavior when objects collide using physics. */
	UPROPERTY(globalconfig, noclear, EditAnywhere, Category=DefaultClasses, meta=(MetaClass="/Script/Engine.PhysicsCollisionHandler", DisplayName="Physics Collision Handler Class", ConfigRestartRequired=true), AdvancedDisplay)
	FSoftClassPath PhysicsCollisionHandlerClassName;

	/** Sets the GameUserSettings class, which can be overridden to support game-specific options for Graphics/Sound/Gameplay. */
	UPROPERTY(globalconfig, noclear, EditAnywhere, Category=DefaultClasses, meta=(MetaClass="/Script/Engine.GameUserSettings", DisplayName="Game User Settings Class", ConfigRestartRequired=true), AdvancedDisplay)
	FSoftClassPath GameUserSettingsClassName;

	UPROPERTY()

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3235

Scope (from outer to inner):

file
function     void UEngine::InitializeObjectReferences

Source code excerpt:


	// It is valid for physics collision handler to be None
	if (PhysicsCollisionHandlerClassName.IsValid())
	{
		LoadEngineClass<UPhysicsCollisionHandler>(PhysicsCollisionHandlerClassName, PhysicsCollisionHandlerClass);
	}

	// set the font object pointers, unless on server
	if (!IsRunningDedicatedServer())
	{
		auto CreateFontObjectFromDefaultFont = [](const FName InObjectName, const FName InLegacyFontName, const int32 InLegacyFontSize) -> UFont*