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]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Script/Engine.PhysicsCollisionHandler
- 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: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*