Physics
All 681 Unreal Engine 5 console variables and commands in the Physics category. Search and filter below, then open any for its own page.
60 results in Physics (loading full index…)
p.AABBMaxChildrenInLeafVarNo description provided.
Physicsp.AABBMaxTreeDepthVarNo description provided.
Physicsp.aabbtree.DirtyElementGridCellSizeVarDirtyElement Grid acceleration structure cell size in cm. 0 or less will disable the feature
Physicsp.aabbtree.DirtyElementMaxCellCapacityVarThe maximum number of dirty elements that can be added to a single grid cell before spilling to slower flat list
Physicsp.aabbtree.DirtyElementMaxGridCellQueryCountVarMaximum grid cells to query (per raycast for example) in DirtyElement grid acceleration structure before falling back to brute force
Physicsp.aabbtree.DirtyElementMaxPhysicalSizeInCellsVarIf a dirty element stradles more than this number of cells, it will no be added to the grid acceleration structure
Physicsp.aabbtree.DynamicTreeBoundingBoxPaddingVarAdditional padding added to bounding boxes for dynamic AABB trees to amortize update cost
Physicsp.aabbtree.DynamicTreeLeafCapacityVarDynamic Tree Leaf Capacity
Physicsp.aabbtree.MaxNonGlobalElementBoundsExtremaVarIf Min/Max of particle world bounds exceeds this threshold, element is put in global array instead of being used in leaf splitting.
Physicsp.aabbtree.splitataveragecenterVarSplit AABB tree nodes at the average of the element centers
Physicsp.aabbtree.splitonvarianceaxisVarSplit AABB tree nodes along the axis with the largest element center variance
Physicsp.aabbtree.updatedirtyelementpayloadsVarAllow AABB tree elements to update internal payload data when they recieve a payload update
Physicsp.AddFormerBaseVelocityToRootMotionOverrideWhenFallingVarTo avoid sudden velocity changes when a root motion source moves the pawn from a moving base to free fall, this CVar will enable the FormerBaseVelocityDecayHalfLife property on CharacterMovementComponent.
Physicsp.AggregateGeom.ISPCVarWhether to use ISPC optimizations in physics aggregate geometry calculations
Physicsp.AllowCachedOverlapsVarPrimitive Component physics 0: disable cached overlaps, 1: enable (default)
Physicsp.AllowDestroyNonNetworkActorsVarWhen enabled, allows Clients in Networked Games to destroy non-networked actors (AActor::Role == ROLE_None). Does not change behavior on Servers or Standalone games.
Physicsp.AllowKinematicKinematicConstraintsVarDo not create constraints between two rigid kinematics.
Physicsp.AllowNotForDedServerPhysicsAssetsVarAllow \'Not For Dedicated Server\' flag on PhysicsAssets 0: ignore flag, 1: obey flag (default)
Physicsp.AlwaysCreatePhysicsStateConversionHackVarHack to convert actors with query and ignore all to always create physics.
Physicsp.AlwaysHardSnapVarNo description provided.
Physicsp.AlwaysResetPhysicsVarNo description provided.
Physicsp.AngleLerpVarNo description provided.
Physicsp.AngularEtherDragOverrideVarSet an override angular ether drag value. -1.f to disable
Physicsp.AngularVelocityCoefficientVarNo description provided.
Physicsp.AnimDynamicsVarEnables/Disables anim dynamics node updates.
Physicsp.animdynamics.debugboneVarFilters p.animdynamics.showdebug to a specific bone by name.
Physicsp.animdynamics.showdebugVarEnable/disable the drawing of animdynamics data.
Physicsp.AnimDynamicsAdaptiveSubstepVarEnables/disables adaptive substepping. Adaptive substepping will substep the simulation when it is necessary and maintain a debt buffer for time, always trying to utilise as much time as possible.
Physicsp.AnimDynamicsDetailedStatsVarWhen set to 1, will enable more detailed stats.
Physicsp.AnimDynamicsLODThresholdVarMax LOD that anim dynamics is allowed to run on. Provides a global threshold that overrides per-node the LODThreshold property. -1 means no override.
Physicsp.AnimDynamicsNumDebtFramesVarNumber of frames to maintain as time debt when using adaptive substepping, this should be at least 1 or the time debt will never be cleared.
Physicsp.AnimDynamicsRestrictLODVarForces anim dynamics to be enabled for only a specified LOD, -1 to enable on all LODs.
Physicsp.AnimDynamicsWindVarEnables/Disables anim dynamics wind forces globally.
Physicsp.ApplyAsyncSleepStateVarNo description provided.
Physicsp.AsyncCharacterMovementVar1 enables asynchronous simulation of character movement on physics thread. Toggling this at runtime is not recommended.
Physicsp.AsyncInterpolationMultiplierVarHow many multiples of the fixed dt should we look behind for interpolation
Physicsp.AsyncPhysicsBlockModeVarSetting to 0 blocks on any physics steps generated from past GT Frames, and blocks on none of the tasks from current frame. 1 blocks on everything except the single most recent task (including tasks from current frame). 1 should gurantee we will always have a future output for interpolation from 2 frames in the past.
Physicsp.BasedMovementModeVar0 means always on regular tick (default); 1 means only if not deferring updates; 2 means update and save based movement both on regular ticks and post physics when on a physics base.
Physicsp.BoundingVolumeNumCellsVarNo description provided.
Physicsp.BPTreeOfGridsVarWhether to use a seperate tree of grids for bp
Physicsp.BroadphaseTypeVarNo description provided.
Physicsp.bUseUnifiedHeightfieldVarWhether to use the PhysX unified heightfield. This feature of PhysX makes landscape collision consistent with triangle meshes but the thickness parameter is not supported for unified heightfields. 1 enables and 0 disables. Default: 1
Physicsp.Chaos.AABBTransform.ISPCVarWhether to use ISPC optimizations when computing AABB transforms
Physicsp.Chaos.AccelerationStructureCacheOverlappingLeavesVarSet to 1: Cache the overlapping leaves for faster overlap query, any other value will disable the feature
Physicsp.Chaos.AccelerationStructureSplitStaticDynamicVarSet to 1: Sort Dynamic and Static bodies into seperate acceleration structures, any other value will disable the feature
Physicsp.Chaos.AccelerationStructureTimeSlicingMaxBytesCopyVarThe Maximum number of bytes to copy to the external acceleration structure during Copy Time Slicing
Physicsp.Chaos.AccelerationStructureTimeSlicingMaxQueueSizeBeforeForceVarIf the update queue reaches this limit, time slicing will be disabled, and the acceleration structure will be built at once
Physicsp.Chaos.AccelerationStructureUseDynamicTreeVarUse a dynamic BVH tree structure for dynamic objects
Physicsp.chaos.AllowCreatePhysxBodiesVar0 is off, 1 is on (default)
Physicsp.Chaos.AxialSpring.ISPCVarWhether to use ISPC optimizations in AxialSpring constraints
Physicsp.Chaos.AxialSpring.ParallelConstraintCountVarIf we have more constraints than this, use parallel-for in Apply.
Physicsp.Chaos.BoxCalcBounds.ISPCVarWhether to use ISPC optimizations in calculating box bounds in geometry collections
Physicsp.Chaos.CalculateBounds.ISPCVarWhether to use ISPC optimizations in CalculateBounds
Physicsp.Chaos.CCD.AllowedDepthBoundsScaleVarWhen rolling back to TOI, allow (smallest bound\'s extent) * AllowedDepthBoundsScale, instead of rolling back to exact TOI w/ penetration = 0.
Physicsp.Chaos.CCD.AllowForceDisableVarAllow force disable CCD.
Physicsp.Chaos.CCD.AlwaysSweepRemainingDTVarEven if we are out of iterations, do the sweep for remaining dt instead of adjusting V. Could cause tunnelling in some cases, but prevents loss of momentum.
Physicsp.Chaos.CCD.EnableThresholdBoundsScaleVarCCD is used when object position is changing > smallest bound\'s extent * BoundsScale. 0 will always Use CCD. Values < 0 disables CCD.
Physicsp.Chaos.CCD.ManualForceDisableVarFor debugging, manually disable CCD always.
Physicsp.Chaos.CCD.NoCullAllShapePairsVarWhether to cull contacts early based on phi for sweeps for all shape pairs (not just convex convex).
Physicsp.Chaos.CCD.OnlyConsiderDynamicStaticVarOnly enable CCD for dynamic-static pairs.
Physics