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Fixed include paths to be relative to the private or public folders. Hid or removed includes that reached into other private module folders. Updated PublicInclude paths when necessary. #jira #preflight 631a717cec45fbf3d74d4ba7 [CL 21916033 by bryan sefcik in ue5-main branch]
53 lines
1.4 KiB
C++
53 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "PhysicsInitialization.h"
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#include "PhysXPublicCore.h"
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#include "PhysicsPublicCore.h"
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#include "PhysXSupportCore.h"
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#include "Misc/CommandLine.h"
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#include "Modules/ModuleManager.h"
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#include "Misc/Paths.h"
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#include "HAL/IConsoleManager.h"
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#ifndef APEX_STATICALLY_LINKED
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#define APEX_STATICALLY_LINKED 0
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#endif
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// CVars
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TAutoConsoleVariable<float> CVarToleranceScaleLength(
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TEXT("p.ToleranceScale_Length"),
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100.f,
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TEXT("The approximate size of objects in the simulation. Default: 100"),
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ECVF_ReadOnly);
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TAutoConsoleVariable<float> CVarToleranceScaleSpeed(
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TEXT("p.ToleranceScale_Speed"),
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1000.f,
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TEXT("The typical magnitude of velocities of objects in simulation. Default: 1000"),
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ECVF_ReadOnly);
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static TAutoConsoleVariable<int32> CVarUseUnifiedHeightfield(
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TEXT("p.bUseUnifiedHeightfield"),
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1,
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TEXT("Whether 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"),
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ECVF_ReadOnly);
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bool InitGamePhysCore()
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{
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// If we're running with Chaos enabled, load its module
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FModuleManager::Get().LoadModule("Chaos");
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#if WITH_ENGINE
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// Loading this without Chaos gives warning, as no module depends on it.
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FModuleManager::Get().LoadModule("ChaosSolverEngine");
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#endif
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return true;
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}
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void TermGamePhysCore()
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{
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}
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