PokeStrength
PokeStrength
#Overview
name: PokeStrength
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:518, section: [/Script/UnrealEd.PhysicsAssetEditorOptions]
- INI Section:
/Script/UnrealEd.PhysicsAssetEditorOptions
- Raw value:
100.0
- 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:950
Scope (from outer to inner):
file
function bool FPhysicsAssetEditorEditMode::SimMousePress
Source code excerpt:
else if (Key == EKeys::LeftMouseButton)
{
SharedData->EditorSkelComp->AddImpulseAtLocation(Click.GetDirection() * SharedData->EditorOptions->PokeStrength, Result.Location, BoneName);
}
bHandled = true;
}
}
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Preferences/PhysicsAssetEditorOptions.h:97
Scope (from outer to inner):
file
class class UPhysicsAssetEditorOptions : public UObject
Source code excerpt:
/** Strength of the impulse used when poking with left mouse button */
UPROPERTY(EditAnywhere, config, Category=Poking)
float PokeStrength;
/** Raycast distance when poking or grabbing */
UPROPERTY(EditAnywhere, config, Category = Poking, meta = (ClampMin = 0))
float InteractionDistance;
/** Whether to draw constraints as points */