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Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Core.Component | +-- Engine.ActorComponent | +-- Engine.PrimitiveComponent | +-- Engine.NxForceFieldComponent
NxForceFieldCylindricalComponent, NxForceFieldGenericComponent, NxForceFieldRadialComponent, NxForceFieldTornadoComponent
Variables Summary | |
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array<constnativetransientpointer> | ConvexMeshes |
ActorComponent | DrawComponent |
float | ElapsedTime |
array<constnativetransientpointer> | ExclusionShapePoses |
array<constnativetransientpointer> | ExclusionShapes |
pointer | ForceField |
pointer | RBPhysScene |
PrimitiveComponent | RenderComponent |
int | SceneIndex |
NxForceFieldComponent | |
bool | bDestroyWhenInactive |
bool | bForceActive |
RBCollisionChannelContainer | CollideWithChannels |
float | Duration |
int | ExcludeChannel |
ForceFieldShape | Shape |
Inherited Variables from Engine.ActorComponent |
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bAttached, bNeedsReattach, bNeedsUpdateTransform, bTickInEditor, Owner, Scene, TickGroup |
Enumerations Summary |
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Inherited Enumerations from Engine.PrimitiveComponent |
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ERadialImpulseFalloff, ERBCollisionChannel, GJKResult |
Structures Summary |
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Inherited Structures from Engine.PrimitiveComponent |
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MaterialViewRelevance, RBCollisionChannelContainer |
Functions Summary | ||
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![]() | DoInitRBPhys () |
Inherited Functions from Engine.ActorComponent |
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DetachFromAny, ForceUpdate, SetComponentRBFixed, SetTickGroup |
Variables Detail |
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Internal variable for storing the elapsed time of the force field
Internal variable to hold the render component for attaching and detaching
Physics scene index.
Destroy the forcefield from the actor when it become inactive
Indicates whether the force is active at the moment.
Which types of object to apply this force field to
Time in seconds until force field expiration for FMT_CONSTANT type force mode. 0 = Infinite
Channel id, used to identify which force field exclude volumes apply to this force field
Functions Detail |
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Defaultproperties |
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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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