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Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.Actor | +-- Engine.NxForceField | +-- Engine.NxForceFieldGeneric
Constants Summary |
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Inherited Variables from Engine.NxForceField |
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bForceActive, CollideWithChannels, ConvexMeshes, ExcludeChannel, ExclusionShapePoses, ExclusionShapes, ForceField, RBChannel, SceneIndex, U2NRotation |
Enumerations Summary | ||
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FFG_ForceFieldCoordinates FFG_CARTESIAN, FFG_SPHERICAL, FFG_CYLINDRICAL, FFG_TOROIDAL |
Inherited Enumerations from Engine.Actor |
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ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType |
Structures Summary |
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Inherited Structures from Engine.Actor |
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ActorReference, AnimSlotDesc, AnimSlotInfo, BasedPosition, CollisionImpactData, ImpactInfo, NavReference, PhysEffectInfo, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo |
Functions Summary | ||
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![]() | DoInitRBPhys () |
Inherited Functions from Engine.NxForceField |
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DoInitRBPhys, OnToggle |
Variables Detail |
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linear force field kernel
Constant force vector that is applied inside force volume
Type of Coordinates to define the force field
Linear falloff for vector in chosen coordinate system
Quadratic falloff for vector in chosen coordinate system
Vector that scales random noise added to the force
Rows of matrix that defines force depending on position
Vector that defines force depending on position
Radius of torus in case toroidal coordinate system is used
Rows of matrix that defines force depending on velocity
Vector that defines force depending on velocity
Enumerations Detail |
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Type of Coordinates that can be used to define the force field
Functions Detail |
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This is used to InitRBPhys for a dynamically spawned ForceField. Used for starting RBPhsys on dyanmically spawned force fields. This will probably need to set some transient pointer to NULL
Defaultproperties |
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defaultproperties { Begin Object Class=SpriteComponent Name=Sprite Sprite=Texture2D'EditorResources.S_RadForce' HiddenGame=True AlwaysLoadOnClient=False AlwaysLoadOnServer=False End Object Components.Add(Sprite) RemoteRole=ROLE_SimulatedProxy bNoDelete=true bAlwaysRelevant=true NetUpdateFrequency=0.1 bOnlyDirtyReplication=true CollideWithChannels={( Default=True, Pawn=True, Vehicle=True, Water=True, GameplayPhysics=True, EffectPhysics=True, Untitled1=True, Untitled2=True, Untitled3=True, FluidDrain=True, Cloth=True, SoftBody=True )} Coordinates=FFG_CARTESIAN; Constant=(X=0.0,Y=0.0,Z=0.0); PositionMultiplierX=(X=0.0,Y=0.0,Z=0.0); PositionMultiplierY=(X=0.0,Y=0.0,Z=0.0); PositionMultiplierZ=(X=0.0,Y=0.0,Z=0.0); PositionTarget=(X=0.0,Y=0.0,Z=0.0); VelocityMultiplierX=(X=0.0,Y=0.0,Z=0.0); VelocityMultiplierY=(X=0.0,Y=0.0,Z=0.0); VelocityMultiplierZ=(X=0.0,Y=0.0,Z=0.0); VelocityTarget=(X=0.0,Y=0.0,Z=0.0); FalloffLinear=(X=0.0,Y=0.0,Z=0.0); FalloffQuadratic=(X=0.0,Y=0.0,Z=0.0); TorusRadius=1.0; Noise=(X=0.0,Y=0.0,Z=0.0); RoughExtentX=200 RoughExtentY=200 RoughExtentZ=200 } |
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