- Extends
- KActor
- Modifiers
- notplaceable
KActor used for spawning "effect" type of physics objects. (e.g. gun magazines)
This will nice "fade to nothing when it is dying.
So in PhysX2 when we use smallish collision on objects we will get tunneling and that will cause the
object to either fall directly through the ground or bounce a little bit and then fall through the ground.
CCD currently is slow, has some bugs, and is a global setting (as opposed to compartment)
So for physx2 you need to make a larger than correct box/shape and that should stop these RigidBodyies from falling through
the world.
One way to do that is with the "Set Collision from Builder Brush" functionality. Make a builder brush around the object and use that for
the collision!
Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object
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+-- Engine.Actor
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+-- Engine.DynamicSMActor
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+-- Engine.KActor
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+-- GameFramework.GameKActorSpawnableEffect
Inherited Variables from Engine.KActor |
AngErrorAccumulator, bCurrentSlide, bDamageAppliesImpulse, bDisableClientSidePawnInteractions, bEnableStayUprightSpring, bLimitMaxPhysicsVelocity, bNeedsRBStateReplication, bSlideActive, bWakeOnLevelStart, ImpactEffectComponent, ImpactEffectInfo, ImpactSoundComponent, ImpactSoundComponent2, InitialLocation, InitialRotation, LastImpactTime, LastSlideTime, MaxPhysicsVelocity, RBState, ReplicatedDrawScale3D, SlideEffectComponent, SlideEffectInfo, SlideSoundComponent, StayUprightMaxTorque, StayUprightTorqueFactor |
Inherited Variables from Engine.DynamicSMActor |
bForceStaticDecals, bPawnCanBaseOn, bSafeBaseIfAsleep, LightEnvironment, ReplicatedMaterial0, ReplicatedMaterial1, ReplicatedMesh, ReplicatedMeshRotation, ReplicatedMeshScale3D, ReplicatedMeshTranslation, StaticMeshComponent |
Inherited Functions from Engine.KActor |
ApplyImpulse, Destroyed, FellOutOfWorld, GetKActorPhysMaterial, OnTeleport, OnToggle, PostBeginPlay, ReplicatedEvent, Reset, ResolveRBState, SetPhysicalCollisionProperties, SpawnedByKismet, TakeDamage, TakeRadiusDamage |
simulated event FellOutOfWorld (
class<
DamageType>
dmgType ) )
simulated event PostBeginPlay ( ) )
simulated function StartScalingDown ( ) )
simulated event Tick ( float DeltaTime ) )
defaultproperties
{
Begin Object Name=MyLightEnvironment
bCastShadows=FALSE
bEnabled=TRUE
bDynamic=TRUE
End Object
Begin Object Name=StaticMeshComponent0
CastShadow=FALSE
BlockActors=FALSE
bAcceptsStaticDecals=FALSE
bAcceptsDynamicDecals=FALSE
End Object
bNoDelete=FALSE
RemoteRole=ROLE_None
bBlocksNavigation=FALSE
bCollideWorld=FALSE
bCollideActors=FALSE
bBlockActors=FALSE
bNoEncroachCheck=TRUE
LifeSpan=30.0f
}
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Creation time: ti 22-3-2011 19:56:49.441 - Created with
UnCodeX