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Engine.PhysicsVolume

Extends
Volume
Modifiers
native nativereplication placeable

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Brush
      |   
      +-- Engine.Volume
         |   
         +-- Engine.PhysicsVolume

Direct Known Subclasses:

DefaultPhysicsVolume, DynamicPhysicsVolume, GravityVolume, LadderVolume, UDKForcedDirectionVolume, UTKillZVolume, UTScriptedBotVolume, WaterVolume

Variables Summary
boolBACKUP_bPainCausing
boolbWaterVolume
ControllerDamageInstigator
PhysicsVolumeNextPhysicsVolume
InfoPainTimer
PhysicsVolume
boolbAIShouldIgnorePain
boolbBounceVelocity
boolbCrowdAgentsPlayDeathAnim
boolbDestructive
boolbEntryPain
boolbMoveProjectiles
boolbNeutralZone
boolbNoInventory
boolbPainCausing
boolbPhysicsOnContact
boolbVelocityAffectsWalking
floatDamagePerSec
class<DamageType>DamageType
floatFluidFriction
floatGroundFriction
floatMaxDampingForce
floatPainInterval
intPriority
floatRigidBodyDamping
floatTerminalVelocity
vectorZoneVelocity
Inherited Variables from Engine.Volume
AssociatedActor, bForcePawnWalk, bProcessAllActors
Inherited Variables from Engine.Brush
bColored, bPlaceableFromClassBrowser, Brush, BrushColor, BrushComponent, bSolidWhenSelected, CsgOper, PolyFlags, SavedSelections

Enumerations Summary
Inherited Enumerations from Engine.Brush
ECsgOper

Structures Summary
CheckpointRecord
bPainCausing, bActive
Inherited Structures from Engine.Brush
GeomSelection

Functions Summary
event ActorEnteredVolume (Actor Other)
event ActorLeavingVolume (Actor Other)
function ApplyCheckpointRecord (const out CheckpointRecord Record))
function CausePainTo (Actor Other))
event CollisionChanged ()))
function CreateCheckpointRecord (out CheckpointRecord Record))
functionfloat GetGravityZ ()
functionvector GetZoneVelocityForActor (Actor TheActor)
function ModifyPlayer (Pawn PlayerPawn)
function NotifyPawnBecameViewTarget (Pawn P, PlayerController PC)
function OnSetDamageInstigator (SeqAct_SetDamageInstigator Action))
function OnToggle (SeqAct_Toggle inAction ))
event PawnEnteredVolume (Pawn Other)
event PawnLeavingVolume (Pawn Other)
event PhysicsChangedFor (Actor Other)
event PostBeginPlay ()))
function Reset ()))
functionbool ShouldSaveForCheckpoint ()))
function TimerPop (VolumeTimer T))
event Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ))
Inherited Functions from Engine.Volume
BeginState, CollisionChanged, DisplayDebug, Encompasses, EncompassesPoint, OnToggle, PostBeginPlay, ProcessActorSetVolume, Touch, untouch


Variables Detail

BACKUP_bPainCausing Source code

var bool BACKUP_bPainCausing;

bWaterVolume Source code

var bool bWaterVolume;

DamageInstigator Source code

var Controller DamageInstigator;
Controller that gets credit for any damage caused by this volume

NextPhysicsVolume Source code

var PhysicsVolume NextPhysicsVolume;

PainTimer Source code

var Info PainTimer;

PhysicsVolume

bAIShouldIgnorePain Source code

var(PhysicsVolume) bool bAIShouldIgnorePain;
if this is TRUE AI should not treat paths inside this volume differently even if the volume causes pain

bBounceVelocity Source code

var(PhysicsVolume) bool bBounceVelocity;

bCrowdAgentsPlayDeathAnim Source code

var(PhysicsVolume) bool bCrowdAgentsPlayDeathAnim;
If TRUE, crowd agents entering this volume play their death animation.

bDestructive Source code

var(PhysicsVolume) bool bDestructive;

bEntryPain Source code

var(PhysicsVolume) bool bEntryPain;
if bPainCausing, cause pain when something enters the volume in addition to damage each second

bMoveProjectiles Source code

var(PhysicsVolume) bool bMoveProjectiles;

bNeutralZone Source code

var(PhysicsVolume) bool bNeutralZone;

bNoInventory Source code

var(PhysicsVolume) bool bNoInventory;

bPainCausing Source code

var(PhysicsVolume) bool bPainCausing;

bPhysicsOnContact Source code

var(PhysicsVolume) bool bPhysicsOnContact;
By default, the origin of an Actor must be inside a PhysicsVolume for it to affect it. If this flag is true though, if this Actor touches the volume at all, it will affect it.

bVelocityAffectsWalking Source code

var(PhysicsVolume) bool bVelocityAffectsWalking;

DamagePerSec Source code

var(PhysicsVolume) float DamagePerSec;

DamageType Source code

var(PhysicsVolume) class<DamageType> DamageType<AllowAbstract>;

FluidFriction Source code

var(PhysicsVolume) float FluidFriction;

GroundFriction Source code

var(PhysicsVolume) float GroundFriction;

MaxDampingForce Source code

var(PhysicsVolume) float MaxDampingForce;
Applies a cap on the maximum damping force that is applied to objects.

PainInterval Source code

var(PhysicsVolume) float PainInterval;
If pain causing, time between damage applications.

Priority Source code

var(PhysicsVolume) int Priority;

RigidBodyDamping Source code

var(PhysicsVolume) float RigidBodyDamping;
This controls the force that will be applied to PHYS_RigidBody objects in this volume to get them to match the ZoneVelocity.

TerminalVelocity Source code

var(PhysicsVolume) float TerminalVelocity;

ZoneVelocity Source code

var(PhysicsVolume) interp vector ZoneVelocity;


Structures Detail

CheckpointRecord Source code

struct CheckpointRecord
{
var bool bActive;
var bool bPainCausing;
};



Functions Detail

ActorEnteredVolume Source code

event ActorEnteredVolume ( Actor Other )

ActorLeavingVolume Source code

event ActorLeavingVolume ( Actor Other )

ApplyCheckpointRecord Source code

function ApplyCheckpointRecord ( const out CheckpointRecord Record) )

CausePainTo Source code

function CausePainTo ( Actor Other) )

CollisionChanged Source code

simulated event CollisionChanged ( ) )

CreateCheckpointRecord Source code

function CreateCheckpointRecord ( out CheckpointRecord Record) )

GetGravityZ Source code

native function float GetGravityZ ( )

GetZoneVelocityForActor Source code

native function vector GetZoneVelocityForActor ( Actor TheActor )

ModifyPlayer Source code

function ModifyPlayer ( Pawn PlayerPawn )
called from GameInfo::SetPlayerDefaults() on the Pawn's PhysicsVolume after the its default movement properties have been restored allows the volume to reapply any movement modifiers on the Pawn

NotifyPawnBecameViewTarget Source code

function NotifyPawnBecameViewTarget ( Pawn P, PlayerController PC )
notification when a Pawn inside this volume becomes the ViewTarget for a PlayerController

OnSetDamageInstigator Source code

function OnSetDamageInstigator ( SeqAct_SetDamageInstigator Action) )
Kismet hook to set DamageInstigator

OnToggle Source code

simulated function OnToggle ( SeqAct_Toggle inAction ) )

PawnEnteredVolume Source code

event PawnEnteredVolume ( Pawn Other )

PawnLeavingVolume Source code

event PawnLeavingVolume ( Pawn Other )

PhysicsChangedFor Source code

event PhysicsChangedFor ( Actor Other )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

Reset Source code

function Reset ( ) )

ShouldSaveForCheckpoint Source code

function bool ShouldSaveForCheckpoint ( ) )

TimerPop Source code

function TimerPop ( VolumeTimer T) )

Touch Source code

simulated event Touch ( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ) )


Defaultproperties

defaultproperties
{
	Begin Object Name=BrushComponent0
		CollideActors=true
		BlockActors=false
		BlockZeroExtent=true
		BlockNonZeroExtent=true
		BlockRigidBody=false
	End Object

	MaxDampingForce=1000000.0
	FluidFriction=+0.3
	bVelocityAffectsWalking=true
	TerminalVelocity=4000.0
	bAlwaysRelevant=true
	bOnlyDirtyReplication=true
	GroundFriction=+00008.000000
	NetUpdateFrequency=0.1
	bSkipActorPropertyReplication=true
	DamageType=class'Engine.DamageType'
	bEntryPain=true
	PainInterval=1.f

	
	
	bForceAllowKismetModification=true
}

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Creation time: ti 22-3-2011 19:56:55.124 - Created with UnCodeX