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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class NxCylindricalForceField extends NxForceField native(ForceField) abstract; /** Strength of the force applied by this actor.*/ var() interp float RadialStrength; /** Rotational strength of the force applied around the cylinder axis.*/ var() interp float RotationalStrength; /** Strength of the force applied along the cylinder axis */ var() interp float LiftStrength; /** Radius of influence of the force at the bottom of the cylinder. */ var() interp float ForceRadius; /** Radius of the force field at the top */ var() interp float ForceTopRadius; /** Lift falloff height, 0-1, lift starts to fall off in a linear way above this height */ var() interp float LiftFalloffHeight; /** Velocity above which the radial force is ignored. */ var() interp float EscapeVelocity; /** Height of force cylinder */ var() interp float ForceHeight; /** Offset from the actor base to the center of the force field */ var() interp float HeightOffset; /** Whether to use a special radial force */ var() bool UseSpecialRadialForce; /** custom force field kernel */ var const native transient pointer Kernel{class NxForceFieldKernelSample}; cpptext { virtual void DefineForceFunction(FPointer ForceFieldDesc); virtual void InitRBPhys(); virtual void TermRBPhys(FRBPhysScene* Scene); } defaultproperties { ForceRadius=200.0 } |
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