Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.NxForceFieldGeneric

Extends
NxForceField
Modifiers
native ( ForceField ) placeable

Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.NxForceField
      |   
      +-- Engine.NxForceFieldGeneric

Constants Summary
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers

Variables Summary
ActorComponentDrawComponent
pointerLinearKernel
NxForceFieldGeneric
vectorConstant
FFG_ForceFieldCoordinatesCoordinates
vectorFalloffLinear
vectorFalloffQuadratic
vectorNoise
vectorPositionMultiplierX
vectorPositionMultiplierY
vectorPositionMultiplierZ
vectorPositionTarget
floatRoughExtentX
floatRoughExtentY
floatRoughExtentZ
ForceFieldShapeShape
floatTorusRadius
vectorVelocityMultiplierX
vectorVelocityMultiplierY
vectorVelocityMultiplierZ
vectorVelocityTarget
Inherited Variables from Engine.NxForceField
bForceActive, CollideWithChannels, ConvexMeshes, ExcludeChannel, ExclusionShapePoses, ExclusionShapes, ForceField, RBChannel, SceneIndex, U2NRotation
Inherited Variables from Engine.Actor
Acceleration, AllComponents, AngularVelocity, Attached, bAllowFluidSurfaceInteraction, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCallRigidBodyWakeEvents, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanStepUpOn, bCanTeleport, bCollideActors, bCollideAsEncroacher, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDebugEffectIsRelevant, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEditable, bEdShouldSnap, bExchangedRoles, bForceAllowKismetModification, bForceDemoRelevant, bForceNetUpdate, bForceOctreeSNFilter, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHiddenEdLevel, bHiddenEdTemporary, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bMoveIgnoresDestruction, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRigidBodyWasAwake, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStatic, bTearOff, bTempEditor, bTicked, bTickIsDisabled, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DetachFence, DrawScale3D, DrawScale, EditorIconColor, GeneratedEvents, Group, HiddenEditorViews, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, ReplicatedCollisionType, Role, Rotation, RotationRate, SupportedEvents, Tag, TickFrequency, TickFrequencyAtEndDistance, TickFrequencyDecreaseDistanceEnd, TickFrequencyDecreaseDistanceStart, TickFrequencyLastSeenTimeBeforeForcingMaxTickFrequency, TickGroup, Timers, TimeSinceLastTick, Touching, Velocity, WorldInfo

Enumerations Summary
FFG_ForceFieldCoordinates
FFG_CARTESIAN, FFG_SPHERICAL, FFG_CYLINDRICAL, FFG_TOROIDAL
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
ActorReference, AnimSlotDesc, AnimSlotInfo, BasedPosition, CollisionImpactData, ImpactInfo, NavReference, PhysEffectInfo, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Functions Summary
function DoInitRBPhys ()
Inherited Functions from Engine.NxForceField
DoInitRBPhys, OnToggle
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, AnimTreeUpdated, ApplyFluidSurfaceImpact, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, bool, BP2Vect, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CalculateMinSpeedTrajectory, CanActorPlayFaceFXAnim, CanSplash, ChartData, CheckForErrors, CheckHitInfo, ChildActors, ClampRotation, ClearAllTimers, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, CreateForceField, DebugFreezeGame, DebugMessagePlayer, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugFrustrum, DrawDebugLine, DrawDebugPoint, DrawDebugSphere, DrawDebugStar, DrawDebugString, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, fixedTurn, FlushDebugStrings, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetAggregateBaseVelocity, GetAimAdhesionExtent, GetAimFrictionExtent, GetALocalPlayerController, GetAvoidanceVector, GetBasedPosition, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetPackageGuid, GetPhysicsName, GetRemainingTimeForTimer, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsBlockedBy, IsInPain, IsInPersistentLevel, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, ModifyTimerTimeDilation, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnChangeCollision, OnDestroy, OnModifyHealth, OnRanOver, OnRigidBodySpringOverextension, OnSetBlockRigidBody, OnSetPhysics, OnSetVelocity, OnSleepRBPhysics, OnTeleport, OnToggleHidden, OnWakeRBPhysics, OutsideWorldBounds, OverlappingActors, OverRotated, PauseTimer, PawnBaseDied, PhysicsVolumeChange, PlayActorFaceFXAnim, PlayerCanSeeMe, PlayParticleEffect, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostDemoRewind, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PrestreamTextures, PreTeleport, RanInto, ReattachComponent, ReceivedNewEvent, ReplaceText, ReplicatedEvent, ReplicationEnded, Reset, ResetTimerTimeDilation, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, RootMotionProcessed, ScriptGetTeamNum, SetAnimPosition, SetBase, SetBasedPosition, SetCollision, SetCollisionSize, SetCollisionType, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTickIsDisabled, SetTimer, SetZone, ShouldBeHiddenBySHOW_NavigationNodes, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, SupportsKismetModification, TakeDamage, TakeRadiusDamage, Tick, Timer, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceAllPhysicsAssetInteractions, TraceComponent, TrailsNotify, TrailsNotifyEnd, TrailsNotifyTick, TriggerEventClass, TriggerGlobalEventClass, UnClock, UnTouch, UsedBy, Vect2BP, VisibleActors, VisibleCollidingActors, VolumeBasedDestroy, WillOverlap


Variables Detail

DrawComponent Source code

var ActorComponent DrawComponent;

LinearKernel Source code

var const native transient pointer LinearKernel;
linear force field kernel

NxForceFieldGeneric

Constant Source code

var(NxForceFieldGeneric) vector Constant;
Constant force vector that is applied inside force volume

Coordinates Source code

var(NxForceFieldGeneric) FFG_ForceFieldCoordinates Coordinates;
Type of Coordinates to define the force field

FalloffLinear Source code

var(NxForceFieldGeneric) vector FalloffLinear;
Linear falloff for vector in chosen coordinate system

FalloffQuadratic Source code

var(NxForceFieldGeneric) vector FalloffQuadratic;
Quadratic falloff for vector in chosen coordinate system

Noise Source code

var(NxForceFieldGeneric) vector Noise;
Vector that scales random noise added to the force

PositionMultiplierX Source code

var(NxForceFieldGeneric) vector PositionMultiplierX;
Rows of matrix that defines force depending on position

PositionMultiplierY Source code

var(NxForceFieldGeneric) vector PositionMultiplierY;

PositionMultiplierZ Source code

var(NxForceFieldGeneric) vector PositionMultiplierZ;

PositionTarget Source code

var(NxForceFieldGeneric) vector PositionTarget;
Vector that defines force depending on position

RoughExtentX Source code

var(NxForceFieldGeneric) float RoughExtentX;

RoughExtentY Source code

var(NxForceFieldGeneric) float RoughExtentY;

RoughExtentZ Source code

var(NxForceFieldGeneric) float RoughExtentZ;

Shape Source code

var(NxForceFieldGeneric) editinline ForceFieldShape Shape;

TorusRadius Source code

var(NxForceFieldGeneric) float TorusRadius;
Radius of torus in case toroidal coordinate system is used

VelocityMultiplierX Source code

var(NxForceFieldGeneric) vector VelocityMultiplierX;
Rows of matrix that defines force depending on velocity

VelocityMultiplierY Source code

var(NxForceFieldGeneric) vector VelocityMultiplierY;

VelocityMultiplierZ Source code

var(NxForceFieldGeneric) vector VelocityMultiplierZ;

VelocityTarget Source code

var(NxForceFieldGeneric) vector VelocityTarget;
Vector that defines force depending on velocity


Enumerations Detail

FFG_ForceFieldCoordinates Source code

enum FFG_ForceFieldCoordinates
{
FFG_CARTESIAN, FFG_SPHERICAL, FFG_CYLINDRICAL, FFG_TOROIDAL
};
Type of Coordinates that can be used to define the force field


Functions Detail

DoInitRBPhys Source code

native function DoInitRBPhys ( )
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

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
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: ti 22-3-2011 19:56:53.102 - Created with UnCodeX