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Engine.NxForceFieldComponent

Extends
PrimitiveComponent
Modifiers
native ( ForceField ) hidecategories ( Collision , Lighting , Physics , Rendering , Object ) collapsecategories editinlinenew abstract

Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Core.Component
   |   
   +-- Engine.ActorComponent
      |   
      +-- Engine.PrimitiveComponent
         |   
         +-- Engine.NxForceFieldComponent

Direct Known Subclasses:

NxForceFieldCylindricalComponent, NxForceFieldGenericComponent, NxForceFieldRadialComponent, NxForceFieldTornadoComponent

Variables Summary
array<constnativetransientpointer>ConvexMeshes
ActorComponentDrawComponent
floatElapsedTime
array<constnativetransientpointer>ExclusionShapePoses
array<constnativetransientpointer>ExclusionShapes
pointerForceField
pointerRBPhysScene
PrimitiveComponentRenderComponent
intSceneIndex
NxForceFieldComponent
boolbDestroyWhenInactive
boolbForceActive
RBCollisionChannelContainerCollideWithChannels
floatDuration
intExcludeChannel
ForceFieldShapeShape
Inherited Variables from Engine.PrimitiveComponent
AbsoluteRotation, AbsoluteScale, AbsoluteTranslation, AlwaysCheckCollision, AlwaysLoadOnClient, AlwaysLoadOnServer, bAcceptsDecals, bAcceptsDecalsDuringGameplay, bAcceptsDynamicDecals, bAcceptsDynamicDominantLightShadows, bAcceptsDynamicLights, bAcceptsLights, bAcceptsStaticDecals, bAllowAmbientOcclusion, bAllowApproximateOcclusion, bAllowCullDistanceVolume, bAllowDecalAutomaticReAttach, bAllowShadowFade, bBlockFootPlacement, bCastDynamicShadow, bCastHiddenShadow, bCastShadowAsTwoSided, bCastStaticShadow, bCullModulatedShadowOnBackfaces, bCullModulatedShadowOnEmissive, bDisableAllRigidBody, bFirstFrameOcclusion, bFluidDrain, bFluidTwoWay, bForceDirectLightMap, bForceMipStreaming, bHasExplicitShadowParent, bIgnoreForceField, bIgnoreHiddenActorsMembership, bIgnoreNearPlaneIntersection, bIgnoreOwnerHidden, bIgnoreRadialForce, bIgnoreRadialImpulse, bIsRefreshingDecals, BlockActors, BlockNonZeroExtent, BlockRigidBody, BlockZeroExtent, bNotifyRigidBodyCollision, BodyInstance, bOnlyOwnerSee, Bounds, BoundsScale, bOwnerNoSee, bSelectable, bSelfShadowOnly, bSkipRBGeomCreation, bUseAsOccluder, bUseCompartment, bUseOnePassLightingOnTranslucency, bUsePrecomputedShadows, bUseViewOwnerDepthPriorityGroup, bWasSNFiltered, CachedCullDistance, CachedMaxDrawDistance, CachedParentToWorld, CanBlockCamera, CastShadow, CollideActors, CullDistance, DecalList, DecalsToReattach, DepthPriorityGroup, DetachFence, DetailMode, FogVolumeComponent, HiddenEditor, HiddenGame, LastRenderTime, LastSubmitTime, LightEnvironment, LightingChannels, LocalToWorld, LocalToWorldDeterminant, MassiveLODDistance, MaxDrawDistance, MinDrawDistance, MotionBlurInfoIndex, MotionBlurScale, OctreeNodes, OverrideLightComponent, PhysMaterialOverride, PreviewEnvironmentShadowing, PreviousLightEnvironment, RBChannel, RBCollideWithChannels, RBDominanceGroup, ReplacementPrimitive, Rotation, Scale3D, Scale, SceneInfo, ScriptRigidBodyCollisionThreshold, ShadowParent, Tag, Translation, TranslucencySortPriority, ViewOwnerDepthPriorityGroup, VisibilityId
Inherited Variables from Engine.ActorComponent
bAttached, bNeedsReattach, bNeedsUpdateTransform, bTickInEditor, Owner, Scene, TickGroup

Enumerations Summary
Inherited Enumerations from Engine.PrimitiveComponent
ERadialImpulseFalloff, ERBCollisionChannel, GJKResult

Structures Summary
Inherited Structures from Engine.PrimitiveComponent
MaterialViewRelevance, RBCollisionChannelContainer

Functions Summary
function DoInitRBPhys ()
Inherited Functions from Engine.PrimitiveComponent
AddForce, AddImpulse, AddRadialForce, AddRadialImpulse, AddTorque, ClosestPointOnComponentToComponent, ClosestPointOnComponentToPoint, GetPosition, GetRootBodyInstance, GetRotation, InitRBPhys, PutRigidBodyToSleep, RetardRBLinearVelocity, RigidBodyIsAwake, SetAbsolute, SetActorCollision, SetBlockRigidBody, SetCullDistance, SetDepthPriorityGroup, SetHidden, SetIgnoreOwnerHidden, SetLightEnvironment, SetLightingChannels, SetNotifyRigidBodyCollision, SetOnlyOwnerSee, SetOwnerNoSee, SetPhysMaterialOverride, SetRBAngularVelocity, SetRBChannel, SetRBCollidesWithChannel, SetRBCollisionChannels, SetRBDominanceGroup, SetRBLinearVelocity, SetRBPosition, SetRBRotation, SetRotation, SetScale, SetScale3D, SetShadowParent, SetTraceBlocking, SetTranslation, SetViewOwnerDepthPriorityGroup, ShouldComponentAddToScene, WakeRigidBody
Inherited Functions from Engine.ActorComponent
DetachFromAny, ForceUpdate, SetComponentRBFixed, SetTickGroup


Variables Detail

ConvexMeshes Source code

var array<constnativetransientpointer> ConvexMeshes;

DrawComponent Source code

var ActorComponent DrawComponent;

ElapsedTime Source code

var float ElapsedTime;
Internal variable for storing the elapsed time of the force field

ExclusionShapePoses Source code

var array<constnativetransientpointer> ExclusionShapePoses;

ExclusionShapes Source code

var array<constnativetransientpointer> ExclusionShapes;

ForceField Source code

var const native transient pointer ForceField;

RBPhysScene Source code

var native pointer RBPhysScene;

RenderComponent Source code

var PrimitiveComponent RenderComponent;
Internal variable to hold the render component for attaching and detaching

SceneIndex Source code

var native const int SceneIndex;
Physics scene index.

NxForceFieldComponent

bDestroyWhenInactive Source code

var(NxForceFieldComponent) bool bDestroyWhenInactive;
Destroy the forcefield from the actor when it become inactive

bForceActive Source code

var(NxForceFieldComponent) bool bForceActive;
Indicates whether the force is active at the moment.

CollideWithChannels Source code

var(NxForceFieldComponent) const RBCollisionChannelContainer CollideWithChannels;
Which types of object to apply this force field to

Duration Source code

var(NxForceFieldComponent) float Duration;
Time in seconds until force field expiration for FMT_CONSTANT type force mode. 0 = Infinite

ExcludeChannel Source code

var(NxForceFieldComponent) int ExcludeChannel;
Channel id, used to identify which force field exclude volumes apply to this force field

Shape Source code

var(NxForceFieldComponent) editinline ForceFieldShape Shape;


Functions Detail

DoInitRBPhys Source code

native function DoInitRBPhys ( )


Defaultproperties

defaultproperties
{
	TickGroup=TG_PreAsyncWork
    bForceActive=True
	bDestroyWhenInactive=True
	Duration = 0.0
	ElapsedTime = 0.0
	CollideWithChannels={(
                Default=True,
                Pawn=True,
                Vehicle=True,
                Water=True,
                GameplayPhysics=True,
                EffectPhysics=True,
                Untitled1=True,
                Untitled2=True,
                Untitled3=True,
                FluidDrain=True,
                Cloth=True
                )}

	RBChannel=RBCC_Nothing;
}


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Creation time: ti 22-3-2011 19:56:53.082 - Created with UnCodeX