Files
UnrealEngine/Engine/Source/Runtime/PhysicsCore/Private/PhysicsInitialization.cpp
2025-05-18 13:04:45 +08:00

53 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PhysicsInitialization.h"
#include "PhysXPublicCore.h"
#include "PhysicsPublicCore.h"
#include "PhysXSupportCore.h"
#include "Misc/CommandLine.h"
#include "Modules/ModuleManager.h"
#include "Misc/Paths.h"
#include "HAL/IConsoleManager.h"
#ifndef APEX_STATICALLY_LINKED
#define APEX_STATICALLY_LINKED 0
#endif
// CVars
TAutoConsoleVariable<float> CVarToleranceScaleLength(
TEXT("p.ToleranceScale_Length"),
100.f,
TEXT("The approximate size of objects in the simulation. Default: 100"),
ECVF_ReadOnly);
TAutoConsoleVariable<float> CVarToleranceScaleSpeed(
TEXT("p.ToleranceScale_Speed"),
1000.f,
TEXT("The typical magnitude of velocities of objects in simulation. Default: 1000"),
ECVF_ReadOnly);
static TAutoConsoleVariable<int32> CVarUseUnifiedHeightfield(
TEXT("p.bUseUnifiedHeightfield"),
1,
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"),
ECVF_ReadOnly);
bool InitGamePhysCore()
{
// If we're running with Chaos enabled, load its module
FModuleManager::Get().LoadModule("Chaos");
#if WITH_ENGINE
// Loading this without Chaos gives warning, as no module depends on it.
FModuleManager::Get().LoadModule("ChaosSolverEngine");
#endif
return true;
}
void TermGamePhysCore()
{
}