- Extends
- Vehicle
- Modifiers
- native ( Physics ) nativereplication abstract
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- Engine.Vehicle
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+-- Engine.SVehicle
Direct Known Subclasses:
UDKVehicleBase
Inherited Variables from Engine.Vehicle |
AIMoveCheckTime, bAttachDriver, bAvoidReversing, bDoExtraNetRelevancyTraces, bDriverIsVisible, bDriving, bDuckObstacles, bFollowLookDir, bHasHandbrake, bIgnoreStallZ, bRetryPathfindingWithDriver, bScriptedRise, bSeparateTurretFocus, bTurnInPlace, CrushedDamageType, Driver, DriverDamageMult, ExitOffset, ExitPositions, ExitRadius, ForceCrushPenetration, MinCrushSpeed, MomentumMult, OldSteering, OldThrottle, OnlySteeringStartTime, Rise, Steering, StuckCount, StuckTime, TargetLocationAdjustment, Throttle, ThrottleTime, TurnTime, VehicleMovingTime |
Inherited Variables from Engine.Pawn |
AccelRate, AIMaxFallSpeedFactor, AirControl, AirSpeed, Alertness, AllowedYawError, AlwaysRelevantDistanceSquared, Anchor, AnchorItem, AvgPhysicsTime, bAllowLedgeOverhang, bAmbientCreature, BaseEyeHeight, bAvoidLedges, bCachedRelevant, bCanBeBaseForPawns, bCanClimbCeilings, bCanClimbLadders, bCanClimbUp, bCanCoverSlip, bCanCrouch, bCanFly, bCanJump, bCanLeap, bCanMantle, bCanPickupInventory, bCanStrafe, bCanSwatTurn, bCanSwim, bCanWalk, bCanWalkOffLedges, bCrawler, bDebugShowCameraLocation, bDesiredRotationSet, bDirectHitWall, bDisplayPathErrors, bDontPossess, bForceFloorCheck, bForceKeepAnchor, bForceMaxAccel, bForceRegularVelocity, bForceRMVelocity, bIgnoreForces, bIsCrouched, bIsWalking, bJumpCapable, bLimitFallAccel, bLockDesiredRotation, bLOSHearing, bModifyNavPointDest, bModifyReachSpecCost, bMuffledHearing, bNeedsBaseTickedFirst, bNoWeaponFiring, bPartiallyOverLedge, bPathfindsAsVehicle, bPlayedDeath, bPushesRigidBodies, BreathTime, bReducedSpeed, bReplicateHealthToAll, bRollToDesired, bRootMotionFromInterpCurve, bRunPhysicsWithNoController, bScriptTickSpecial, bSimGravityDisabled, bSimulateGravity, bStationary, bStopAtLedges, bTryToUncrouch, bUnlockWhenReached, Buoyancy, bUpAndOut, bWantsToCrouch, Controller, ControllerClass, CrouchedPct, CrouchHeight, CrouchRadius, CylinderComponent, DamageScaling, DesiredRotation, DesiredSpeed, DestinationOffset, DrivenVehicle, EyeHeight, FacialAudioComp, FailedLandingCount, FindAnchorFailedTime, FiringMode, FlashCount, FlashLocation, Floor, FullHeight, GroundSpeed, HeadVolume, Health, HealthMax, HearingThreshold, HitDamageType, InterpGroupList, InventoryManagerClass, InvManager, JumpZ, KismetDeathDelayTime, LadderSpeed, LandMovementState, LastAnchor, LastFiringFlashLocation, LastHitBy, LastPainTime, LastRealViewer, LastStartSpot, LastStartTime, LastValidAnchorTime, LastViewer, LedgeCheckThreshold, Mass, MaxDesiredSpeed, MaxFallSpeed, MaxJumpHeight, MaxOutOfWaterStepHeight, MaxPitchLimit, MaxStepHeight, MeleeRange, MenuName, Mesh, MIC_PawnHair, MIC_PawnMat, MovementSpeedModifier, NetRelevancyTime, NextPathRadius, NextPawn, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, NonPreferredVehiclePathMultiplier, OnLadder, OutofWaterZ, PartialLedgeMoveDir, PathConstraintList, PathGoalList, PathSearchType, PeripheralVision, PhysicsPushBody, PlayerReplicationInfo, PreRagdollCollisionComponent, RBPushRadius, RBPushStrength, RemoteViewPitch, RMVelocity, RootMotionInterpCurrentTime, RootMotionInterpCurve, RootMotionInterpCurveLastValue, RootMotionInterpRate, ScalarParameterInterpArray, SerpentineDir, SerpentineDist, SerpentineTime, ShotCount, SightRadius, SlotNodes, SoundDampening, SpawnTime, SplashTime, TakeHitLocation, TearOffMomentum, UncrouchTime, UnderWaterTime, VehicleCheckRadius, ViewPitchMax, ViewPitchMin, WalkableFloorZ, WalkingPct, WalkingPhysics, WaterMovementState, WaterSpeed, Weapon |
Structures Summary |
VehicleState RBState, ServerBrake, ServerGas, ServerSteering, ServerRise, bServerHandbrake, ServerView |
Functions Summary |
 | | AddForce (Vector Force)
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 | | AddImpulse (Vector Impulse)
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 | | AddTorque (Vector Torque)
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 | | AddVelocity (vector NewVelocity, vector HitLocation, lass<DamageType> DamageType, optional TraceHitInfo HitInfo ))
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 | bool | CalcCamera (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ))
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 | | Destroyed ()))
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 | bool | Died (Controller Killer, class<DamageType> DamageType, vector HitLocation))
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 | | DisplayDebug (HUD HUD, out float out_YL, out float out_YPos))
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 | | DisplayWheelsDebug (HUD HUD, float YL))
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 | | DrivingStatusChanged ()))
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 | name | GetDefaultCameraMode (PlayerController RequestedBy ))
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 | | GetSVehicleDebug (out Array DebugInfo ))
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 | bool | HasWheelsOnGround ()
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 | float | HermiteEval (float Slip))
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 | | InitVehicleRagdoll (SkeletalMesh RagdollMesh, PhysicsAsset RagdollPhysAsset, vector ActorMove, bool bClearAnimTree)
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 | bool | IsSleeping ()
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 | | PostBeginPlay ()))
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 | | PostInitAnimTree (SkeletalMeshComponent SkelComp))
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 | | PostTeleport (Teleporter OutTeleporter))
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 | | RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex ))
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 | | SetWheelCollision (int WheelNum, bool bCollision)
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 | | StartEngineSound ()))
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 | | StartEngineSoundTimed ()))
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 | | StopEngineSound ()))
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 | | StopEngineSoundTimed ()))
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 | | StopVehicleSounds ()))
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 | | SuspensionHeavyShift (float Delta)
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 | | TakeRadiusDamage (Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser, optional float DamageFalloffExponent=1.f
))
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 | bool | TryToDrive (Pawn P))
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 | | TurnOff ()))
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 | | VehiclePlayEnterSound ()))
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 | | VehiclePlayExitSound ()))
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Inherited Functions from Engine.Vehicle |
AdjustDriverDamage, AnySeatAvailable, AttachDriver, CanEnterVehicle, CheatFly, CheatGhost, CheatWalk, ContinueOnFoot, CrushedBy, Destroyed, Destroyed_HandleDriver, DetachDriver, Died, DisplayDebug, DriverDied, DriverEnter, DriverLeave, DriverLeft, DriverRadiusDamage, DrivingStatusChanged, EncroachedBy, EncroachingOn, EntryAnnouncement, FaceRotation, FindAutoExit, GetCollisionDamageInstigator, GetDefaultCameraMode, GetEntryLocation, GetExitRotation, GetMaxRiseForce, GetTargetLocation, NotifyDriverTakeHit, NotifyTeamChanged, PancakeOther, PlaceExitingDriver, PlayDying, PlayerChangedTeam, PossessedBy, PostBeginPlay, ReplicatedEvent, SetBaseEyeheight, SetDriving, SetInputs, SetKillInstigator, Suicide, TakeDamage, TakeRadiusDamage, ThrowActiveWeapon, TryExitPos, TryToDrive, UnPossessed, ZeroMovementVariables |
Inherited Functions from Engine.Pawn |
AddAnimSets, AddDefaultInventory, AddGoalEvaluator, AddPathConstraint, AddVelocity, AdjustDamage, AdjustDestination, AnimSetListUpdated, BaseChange, BecomeViewTarget, BeginAnimControl, BeginState, BotFire, BreathTimer, BuildScriptAnimSetList, CacheAnimNodes, CanActorPlayFaceFXAnim, CanAttack, CanBeBaseForPawn, CanGrabLadder, CannotJumpNow, CanSplash, CanThrowWeapon, CheatFly, CheatGhost, CheatWalk, CheckDesiredRotation, CheckWaterJump, ClearAnimNodes, ClearConstraints, ClearFlashCount, ClearFlashLocation, ClearPathStep, ClientMessage, ClientReStart, ClientSetRotation, ClimbLadder, CreateInventory, CreatePathConstraint, CreatePathGoalEvaluator, CrushedBy, DelayTriggerDeath, Destroyed, DetachFromController, Died, DisplayDebug, DoJump, DoKismetAttachment, DrawHUD, DrawPathStep, DropToGround, EncroachedBy, EncroachingOn, EndClimbLadder, EndCrouch, FaceFXAudioFinished, FaceRotation, Falling, FellOutOfWorld, FindInventoryType, FinishAnimControl, FireOnRelease, FiringModeUpdated, FlashCountUpdated, FlashLocationUpdated, ForceCrouch, Gasp, GetActorEyesViewPoint, GetActorFaceFXAsset, GetAdjustedAimFor, GetBaseAimRotation, GetBestAnchor, GetBoundingCylinder, GetCollisionExtent, GetCollisionHeight, GetCollisionRadius, GetDamageScaling, GetDefaultCameraMode, GetFaceFXAudioComponent, GetFallDuration, GetHumanReadableName, GetPawnViewLocation, GetTeam, GetTeamNum, GetVehicleBase, GetViewRotation, GetWeaponFiringMode, GetWeaponStartTraceLocation, gibbedBy, HandleMomentum, HandlePickup, HandleTeleport, HasRangedAttack, HeadVolumeChange, HealDamage, IncrementFlashCount, IncrementPathChild, IncrementPathStep, InFreeCam, InGodMode, InitRagdoll, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsAliveAndWell, IsDesiredRotationInUse, IsDesiredRotationLocked, IsFiring, IsFirstPerson, IsHumanControlled, IsInvisible, IsLocallyControlled, IsPlayerPawn, IsSameTeam, IsStationary, IsValidEnemyTargetFor, JumpOffPawn, KilledBy, Landed, LineOfSightTo, LockDesiredRotation, MAT_BeginAIGroup, MAT_BeginAnimControl, MAT_FinishAIGroup, MAT_FinishAnimControl, MAT_SetAnimPosition, MAT_SetAnimWeights, MAT_SetMorphWeight, MAT_SetSkelControlScale, MessagePlayer, NeedToTurn, NotifyTakeHit, NotifyTeamChanged, OnAssignController, OnGiveInventory, OnPlayFaceFXAnim, OnSetMaterial, OnSetVelocity, OnTeleport, OutsideWorldBounds, PickWallAdjust, PlayActorFaceFXAnim, PlayDying, PlayDyingSound, PlayerChangedTeam, PlayFootStepSound, PlayHit, PlayLanded, PlayNextAnimation, PlayTeleportEffect, PlayWeaponSwitch, PossessedBy, PostBeginPlay, PostInitAnimTree, PreBeginPlay, ProcessViewRotation, PruneDamagedBoneList, RangedAttackTime, ReachedDesiredRotation, ReachedDestination, ReachedPoint, ReceivedNewEvent, RecommendLongRangedAttack, ReplicatedEvent, Reset, ResetDesiredRotation, Restart, RestoreAnimSetsToDefault, SetActiveWeapon, SetAnchor, SetAnimPosition, SetBaseEyeheight, SetCinematicMode, SetDesiredRotation, SetDyingPhysics, SetFiringMode, SetFlashLocation, SetKillInstigator, SetMorphWeight, SetMovementPhysics, SetMoveTarget, SetPushesRigidBodies, SetRemoteViewPitch, SetRootMotionInterpCurrentTime, SetScalarParameterInterp, SetSkelControlScale, SetViewRotation, SetWalking, ShouldCrouch, SoakPause, SpawnDefaultController, SpawnedByKismet, Speak, SpecialMoveThruEdge, SpecialMoveTo, StartCrouch, StartDriving, StartFire, StopActorFaceFXAnim, StopDriving, StopFire, StopFiring, StuckOnPawn, SuggestJumpVelocity, Suicide, TakeDamage, TakeDrowningDamage, TakeFallingDamage, TakeRadiusDamageOnBones, TermRagdoll, ThrowActiveWeapon, ThrowWeaponOnDeath, TickSpecial, Timer, TooCloseToAttack, TornOff, TossInventory, TouchingWaterVolume, TurnOff, UnCrouch, UnPossessed, UpdateAnimSetList, UpdateControllerOnPossess, UpdatePawnRotation, ValidAnchor, WeaponFired, WeaponStoppedFiring, ZeroMovementVariables |
var native const float AngErrorAccumulator;
var bool bCanFlip;
bChassisTouchingGround Source code
var const bool bChassisTouchingGround;
var bool bFlipRight;
var bool bHoldingDownHandbrake;
var const bool bIsInverted;
var bool bIsUprighting;
var bool bOutputHandbrake;
var bool bUpdateWheelShapes;
var bool bUseSuspensionAxis;
var const bool bVehicleOnGround;
var const bool bVehicleOnWater;
bWasChassisTouchingGroundLastTick Source code
var const bool bWasChassisTouchingGroundLastTick;
var int DriverViewPitch;
var int DriverViewYaw;
var float ForwardVel;
HeavySuspensionShiftPercent Source code
var float HeavySuspensionShiftPercent;
LastCollisionSoundTime Source code
var float LastCollisionSoundTime;
var int NumPoweredWheels;
var float OutputBrake;
var float OutputGas;
var float OutputRise;
var float OutputSteering;
var float RadialImpulseScaling;
StayUprightConstraintInstance Source code
StayUprightConstraintSetup Source code
var const float TimeOffGround;
var float UprightStartTime;
Sounds
var(Sounds) float CollisionIntervalSecs;
var(Sounds) const float EngineStartOffsetSecs;
var(Sounds) const float EngineStopOffsetSecs;
var(Sounds) const float LatAngleVolumeMult;
var(Sounds) const float SquealLatThreshold;
var(Sounds) const float SquealThreshold;
SVehicle
InertiaTensorMultiplier Source code
UprightConstraint
var(UprightConstraint) bool bStayUpright;
var(UprightConstraint) float StayUprightDamping;
StayUprightPitchResistAngle Source code
var(UprightConstraint) float StayUprightPitchResistAngle;
StayUprightRollResistAngle Source code
var(UprightConstraint) float StayUprightRollResistAngle;
var(UprightConstraint) float StayUprightStiffness;
Uprighting
var(Uprighting) float UprightLiftStrength;
var(Uprighting) float UprightTime;
var(Uprighting) float UprightTorqueStrength;
struct
VehicleState
{
var bool bServerHandbrake;
var RigidBodyState RBState;
var byte ServerBrake;
var byte ServerGas;
var byte ServerRise;
var byte ServerSteering;
var int ServerView;
};
native
function AddForce (
Vector Force )
native
function AddImpulse (
Vector Impulse )
native
function AddTorque (
Vector Torque )
simulated
function bool CalcCamera (
float fDeltaTime, out
vector out_CamLoc, out
rotator out_CamRot, out
float out_FOV ) )
simulated event Destroyed ( ) )
simulated
function DisplayDebug (
HUD HUD, out
float out_YL, out
float out_YPos) )
simulated
function DisplayWheelsDebug (
HUD HUD,
float YL) )
simulated function DrivingStatusChanged ( ) )
simulated function GetSVehicleDebug ( out Array<String> DebugInfo ) )
simulated native function bool HasWheelsOnGround ( )
simulated function float HermiteEval ( float Slip) )
native function bool IsSleeping ( )
simulated event PostBeginPlay ( ) )
function PostTeleport (
Teleporter OutTeleporter) )
native final function SetWheelCollision ( int WheelNum, bool bCollision )
simulated function StartEngineSound ( ) )
simulated function StartEngineSoundTimed ( ) )
simulated function StopEngineSound ( ) )
simulated function StopEngineSoundTimed ( ) )
simulated function StopVehicleSounds ( ) )
simulated event SuspensionHeavyShift ( float Delta )
simulated
function TakeRadiusDamage (
Controller InstigatedBy,
float BaseDamage,
float DamageRadius,
class<
DamageType>
DamageType,
float Momentum,
vector HurtOrigin,
bool bFullDamage,
Actor DamageCauser,
optional
float DamageFalloffExponent=
1.f
) )
function bool TryToDrive (
Pawn P) )
simulated function TurnOff ( ) )
simulated function VehiclePlayEnterSound ( ) )
simulated function VehiclePlayExitSound ( ) )
defaultproperties
{
TickGroup=TG_PostAsyncWork
Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh
RBChannel=RBCC_Vehicle
RBCollideWithChannels=(Default=TRUE,BlockingVolume=TRUE,GameplayPhysics=TRUE,EffectPhysics=TRUE,Vehicle=TRUE)
BlockActors=true
BlockZeroExtent=true
BlockRigidBody=true
BlockNonzeroExtent=true
CollideActors=true
bForceDiscardRootMotion=true
bUseSingleBodyPhysics=1
bNotifyRigidBodyCollision=true
ScriptRigidBodyCollisionThreshold=250.0
End Object
CollisionComponent=SVehicleMesh
Mesh=SVehicleMesh
Components.Add(SVehicleMesh)
BaseOffset=(Z=128)
CamDist=512
Physics=PHYS_RigidBody
bEdShouldSnap=true
bStatic=false
bCollideActors=true
bCollideWorld=true
bProjTarget=true
bBlockActors=true
bWorldGeometry=false
bCanBeBaseForPawns=true
bAlwaysRelevant=false
RemoteRole=ROLE_SimulatedProxy
bNetInitialRotation=true
bBlocksTeleport=TRUE
Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup
End Object
StayUprightConstraintSetup=MyStayUprightSetup
Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance
End Object
StayUprightConstraintInstance=MyStayUprightConstraintInstance
MaxSpeed=2500
MaxAngularVelocity=75000.0
InertiaTensorMultiplier=(x=1.0,y=1.0,z=1.0)
bCanFlip=true
UprightLiftStrength = 225.0;
UprightTorqueStrength = 50.0;
UprightTime = 1.5;
bIsUprighting = false;
SquealThreshold = 250.0;
SquealLatThreshold=250.0f;
LatAngleVolumeMult=1.0f;
EngineStartOffsetSecs = 2.0;
EngineStopOffsetSecs = 1.0;
HeavySuspensionShiftPercent=0.5f;
RadialImpulseScaling=1.0
}
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Creation time: ti 22-3-2011 19:56:57.684 - Created with
UnCodeX