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//============================================================================= // SVehicle // Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. //============================================================================= class SVehicle extends Vehicle native(Physics) nativereplication abstract; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** Object containing the actual vehicle simulation paramters and code. Allows you to 'plug' different vehicle types in. */ var() noclear const SVehicleSimBase SimObj; /** Data for each wheel. */ var() editinline export array<SVehicleWheel> Wheels; /** Center of mass location of the vehicle, in local space. */ var() vector COMOffset; /** Inertia Tensor Multipler - allows you to scale the components of the pre-calculated inertia tensor */ var() vector InertiaTensorMultiplier; /** Use the stay-upright world constraint */ var(UprightConstraint) bool bStayUpright; /** Angle at which the vehicle will resist rolling */ var(UprightConstraint) float StayUprightRollResistAngle; /** Angle at which the vehicle will resist pitching */ var(UprightConstraint) float StayUprightPitchResistAngle; /** Amount of spring past the limit angles */ var(UprightConstraint) float StayUprightStiffness; /** Amount of dampening past the limit angles */ var(UprightConstraint) float StayUprightDamping; var editinline export RB_StayUprightSetup StayUprightConstraintSetup; var editinline export RB_ConstraintInstance StayUprightConstraintInstance; var bool bUseSuspensionAxis; /** set this flag to cause wheel shape parameters to be updated. Cleared after update occurs. */ var bool bUpdateWheelShapes; /** Percent the Suspension must want to move in one go for the heavy shift function to be called*/ var float HeavySuspensionShiftPercent; /** Vehicle total speed will be capped to this value */ var() float MaxSpeed; /** Vehicle angular velocity will be capped to this value */ var() float MaxAngularVelocity; /** OUTPUT: True if _any_ SVehicleWheel is currently touching the ground (ignores contacts with chassis etc) */ var const bool bVehicleOnGround; /** OUTPUT: Time that bVehicleOnGround has been false for. */ var const float TimeOffGround; /** OUTPUT: True if _any_ SVehicleWheel is currently touching water */ var const bool bVehicleOnWater; /** OUTPUT: True if vehicle is mostly upside down. */ var const bool bIsInverted; /** OUTPUT: True if there are any contacts between the chassis of the vehicle and the ground. */ var const bool bChassisTouchingGround; /** OUTPUT: True if there were any contacts between the chassis of the vehicle and the ground last tick */ var const bool bWasChassisTouchingGroundLastTick; /** @name Vehicle uprighting */ //@{ /** true if vehicle can be uprighted by player */ var bool bCanFlip; /** Scales the lifting force applied to the vehicle during uprighting. */ var(Uprighting) float UprightLiftStrength; /** Scales the torque applied to the vehicle during uprighting. */ var(Uprighting) float UprightTorqueStrength; /** Time in seconds to apply uprighting force/torque. */ var(Uprighting) float UprightTime; /** Changes the direction the car gets flipped (used to prevent flipping car onto player */ var bool bFlipRight; /** Internal variable. True while uprighting forces are being applied. */ var bool bIsUprighting; /** Internal variable. Marks the time that uprighting began. */ var float UprightStartTime; //@} /** @name Sounds */ //@{ /** Ambient engine-running sound. Pitch modulated based on RPMS. */ var(Sounds) editconst const AudioComponent EngineSound; /** Volume-modulated wheel squeeling. */ var(Sounds) editconst const AudioComponent SquealSound; /** Played when the vehicle slams into things. */ var(Sounds) SoundCue CollisionSound; /** Engine startup sound played upon entering the vehicle. */ var(Sounds) SoundCue EnterVehicleSound; /** Engine switch-off sound played upon exiting the vhicle. */ var(Sounds) SoundCue ExitVehicleSound; /** Minimum time passed between the triggering collision sounds; generally set to longest collision sound. */ var(Sounds) float CollisionIntervalSecs; /** Slip velocity cuttoff below which no wheel squealing is heard. */ var(Sounds) const float SquealThreshold; /** Lateral Slip velocity cut off below which no wheel squealing is heard */ var(Sounds) const float SquealLatThreshold; /** multiplier for volume level of Lateral squeals relative to straight slip squeals. */ var(Sounds) const float LatAngleVolumeMult; /** Time delay between the engine startup sound and the engine idling sound. */ var(Sounds) const float EngineStartOffsetSecs; /** Time delay between the engine shutdown sound and the deactivation of the engine idling sound. */ var(Sounds) const float EngineStopOffsetSecs; /** Internal variable; prevents collision sounds from being triggered too frequently. */ var float LastCollisionSoundTime; //@} // Internal var float OutputBrake; var float OutputGas; var float OutputSteering; var float OutputRise; var bool bOutputHandbrake; var bool bHoldingDownHandbrake; var float ForwardVel; var int NumPoweredWheels; // camera var() vector BaseOffset; var() float CamDist; var int DriverViewPitch; // The driver's view pitch var int DriverViewYaw; // The driver's view yaw // replication struct native VehicleState { var RigidBodyState RBState; var byte ServerBrake; var byte ServerGas; var byte ServerSteering; var byte ServerRise; var bool bServerHandbrake; var int ServerView; // Pitch and Yaw - 16 bits each }; var native const VehicleState VState; var native const float AngErrorAccumulator; /** Hacky - used to scale hurtradius applied impulses */ var float RadialImpulseScaling; replication { if (Physics == PHYS_RigidBody) VState; } /** turns on or off a wheel's collision * @param WheelNum the index of the wheel in the Wheels array to change * @param bCollision whether to turn collision on or off */ native final function SetWheelCollision(int WheelNum, bool bCollision); /** * Called when gameplay begins. Used to make sure the engine sound audio component * has the right properties set to ensure it gets restarted if it has been cut out * due to the audio code running out of HW channels to play the sound in. */ simulated event PostBeginPlay() { Super.PostBeginPlay(); if( EngineSound != None ) { EngineSound.bShouldRemainActiveIfDropped = TRUE; } if (CollisionSound != None && CollisionIntervalSecs <= 0.0) { CollisionIntervalSecs = CollisionSound.GetCueDuration() / WorldInfo.TimeDilation; } } /** Store pointer to each wheel's SkelControlWheel. */ simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp) { local int WheelIndex; local SVehicleWheel Wheel; Super.PostInitAnimTree(SkelComp); if (SkelComp == Mesh) { for(WheelIndex = 0; WheelIndex<Wheels.length; WheelIndex++) { Wheel = Wheels[WheelIndex]; Wheel.WheelControl = SkelControlWheel( Mesh.FindSkelControl(Wheel.SkelControlName) ); } } } simulated event Destroyed() { Super.Destroyed(); StopVehicleSounds(); } /** TurnOff() Freeze pawn - stop sounds, animations, physics, weapon firing */ simulated function TurnOff() { Super.TurnOff(); StopVehicleSounds(); } simulated function StopVehicleSounds() { if ( EngineSound != None ) { EngineSound.Stop(); } if ( SquealSound != None ) { SquealSound.Stop(); } } /** * Take Radius Damage * by default scales damage based on distance from HurtOrigin to Actor's location. * This can be overriden by the actor receiving the damage for special conditions (see KAsset.uc). * * @param InstigatedBy, instigator of the damage * @param Base Damage * @param Damage Radius (from Origin) * @param DamageType class * @param Momentum (float) * @param HurtOrigin, origin of the damage radius. * @param bFullDamage, if true, damage not scaled based on distance HurtOrigin * @param DamageCauser the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc) */ simulated function TakeRadiusDamage ( Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser ) { local vector HitLocation, Dir, NewDir; local float Dist, DamageScale; local TraceHitInfo HitInfo; if ( Role < ROLE_Authority ) return; // calculate actual hit position on mesh, rather than approximating with cylinder HitLocation = Location; Dir = Location - HurtOrigin; CheckHitInfo( HitInfo, Mesh, Dir, HitLocation ); NewDir = HitLocation - HurtOrigin; Dist = VSize(NewDir); if ( bFullDamage ) { DamageScale = 1; } else if ( dist > DamageRadius ) return; else { DamageScale = FMax(0,1 - Dist/DamageRadius); } RadialImpulseScaling = DamageScale; TakeDamage ( DamageScale * BaseDamage, InstigatedBy, HitLocation, (DamageScale * Momentum * Normal(dir)), DamageType, HitInfo, DamageCauser ); RadialImpulseScaling = 1.0; if (Health > 0) { DriverRadiusDamage(BaseDamage, DamageRadius, InstigatedBy, DamageType, Momentum, HurtOrigin, DamageCauser); } } /** * Utility for switching the vehicle from a single body to an articulated ragdoll-like one given a new mesh and physics asset. * ActorMove is an extra translation applied to Actor during the transition, which can be useful to avoid ragdoll mesh penetrating into the ground. */ native function InitVehicleRagdoll( SkeletalMesh RagdollMesh, PhysicsAsset RagdollPhysAsset, vector ActorMove ); function AddVelocity( vector NewVelocity, vector HitLocation,class<DamageType> DamageType, optional TraceHitInfo HitInfo ) { if (!IsZero(NewVelocity)) { NewVelocity = RadialImpulseScaling * MomentumMult * DamageType.Default.VehicleMomentumScaling * DamageType.Default.KDamageImpulse * Normal(NewVelocity); if (!bIgnoreForces && !IsZero(NewVelocity)) { if (Location.Z > WorldInfo.StallZ) { NewVelocity.Z = FMin(NewVelocity.Z, 0); } if (InGodMode()) { NewVelocity *= 0.25; } Mesh.AddImpulse(NewVelocity, HitLocation); } } RadialImpulseScaling = 1.0; } function bool Died(Controller Killer, class<DamageType> DamageType, vector HitLocation) { if ( Super.Died(Killer, DamageType, HitLocation) ) { bDriving = false; AddVelocity(TearOffMomentum, HitLocation, DamageType); return true; } return false; } /** * Calculate camera view point, when viewing this actor. * * @param fDeltaTime delta time seconds since last update * @param out_CamLoc Camera Location * @param out_CamRot Camera Rotation * @param out_FOV Field of View * * @return true if Pawn should provide the camera point of view. */ simulated function bool CalcCamera( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ) { local vector Pos, HitLocation, HitNormal; // Simple third person view implementation GetActorEyesViewPoint( out_CamLoc, out_CamRot ); out_CamLoc += BaseOffset; Pos = out_CamLoc - Vector(out_CamRot) * CamDist; if( Trace(HitLocation, HitNormal, Pos, out_CamLoc, false, vect(0,0,0)) != None ) { out_CamLoc = HitLocation + HitNormal*2; } else { out_CamLoc = Pos; } return true; } simulated function name GetDefaultCameraMode( PlayerController RequestedBy ) { return 'Default'; } function bool TryToDrive(Pawn P) { // Does the vehicle need to be uprighted? if ( bIsInverted && !bVehicleOnGround && VSize(Velocity) <= 0.1f ) { if ( bCanFlip ) { bIsUprighting = true; UprightStartTime = WorldInfo.TimeSeconds; } return false; } return Super.TryToDrive(P); } /** HasWheelsOnGround() returns true if any of vehicles wheels are currently in contact with the ground (wheel has bWheelOnGround==true) */ simulated native function bool HasWheelsOnGround(); /** turns on the engine sound */ simulated function StartEngineSound() { if (EngineSound != None) { EngineSound.Play(); } ClearTimer('StartEngineSound'); ClearTimer('StopEngineSound'); } /** starts a timer of EngineStartOffsetSecs duration to turn on the engine sound */ simulated function StartEngineSoundTimed() { if (EngineStartOffsetSecs > 0.f) { ClearTimer('StopEngineSound'); SetTimer(EngineStartOffsetSecs, false, 'StartEngineSound'); } else { StartEngineSound(); } } /** turns off the engine sound */ simulated function StopEngineSound() { if (EngineSound != None) { EngineSound.Stop(); } ClearTimer('StartEngineSound'); ClearTimer('StopEngineSound'); } /** starts a timer of EngineStopOffsetSecs duration to turn off the engine sound */ simulated function StopEngineSoundTimed() { if (EngineStopOffsetSecs > 0.f) { ClearTimer('StartEngineSound'); SetTimer(EngineStopOffsetSecs, false, 'StopEngineSound'); } else { StopEngineSound(); } } simulated function VehiclePlayEnterSound() { // For efficiency we're removing this fix and replacing the sounds with cues instead of components. // Deactivate any engine stopping sounds that were happening. /* if (ExitVehicleSound != None) { ExitVehicleSound.Stop(); } */ // Trigger the engine starting sound. if (EnterVehicleSound != None) { PlaySound(EnterVehicleSound); } StartEngineSoundTimed(); } simulated function VehiclePlayExitSound() { // For efficiency we're removing this fix and replacing the sounds with cues instead of components. // Deactivate any engine starting sounds that were happening. /* if (EnterVehicleSound != None) { EnterVehicleSound.Stop(); }*/ // Trigger the engine stopping sound. if (ExitVehicleSound != None) { PlaySound(ExitVehicleSound); } StopEngineSoundTimed(); } simulated function DrivingStatusChanged() { // turn parking friction on or off bUpdateWheelShapes = true; if ( bDriving ) { VehiclePlayEnterSound(); } else if ( Health > 0 ) { VehiclePlayExitSound(); } } simulated event RigidBodyCollision( PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex ) { if (WorldInfo.TimeSeconds - LastCollisionSoundTime > CollisionIntervalSecs) { PlaySound(CollisionSound, true); LastCollisionSoundTime = WorldInfo.TimeSeconds; } } /** called when the suspension moves a large amount, passes the delta*/ simulated event SuspensionHeavyShift(float Delta); function PostTeleport(Teleporter OutTeleporter) { Mesh.SetRBPosition(Location); } simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos) { local Array<String> DebugInfo; local int i; super.DisplayDebug(HUD, out_YL, out_YPOS); GetSVehicleDebug( DebugInfo ); Hud.Canvas.SetDrawColor(0,255,0); for (i=0;i<DebugInfo.Length;i++) { Hud.Canvas.DrawText( " " @ DebugInfo[i] ); out_YPos += out_YL; Hud.Canvas.SetPos(4, out_YPos); } // Uncomment to see detailed per-wheel debug info //DisplayWheelsDebug(HUD, out_YL); } /** * Special debug information for the wheels that is displayed at each wheel's location */ simulated function DisplayWheelsDebug(HUD HUD, float YL) { local int i, j; local vector WorldLoc, ScreenLoc, X, Y, Z;//, EndPoint, ScreenEndPoint; local Color SaveColor; local float LastForceValue; local float GraphScale; local float ForceValue; local vector ForceValueLoc; if (SimObj == None) return; GraphScale = 100.0f; SaveColor = HUD.Canvas.DrawColor; for (i=0; i<Wheels.Length; i++) { GetAxes(Rotation, X, Y, Z); WorldLoc = Location + (Wheels[i].WheelPosition >> Rotation); ScreenLoc = HUD.Canvas.Project(WorldLoc); if (ScreenLoc.X >= 0 && ScreenLoc.X < HUD.Canvas.ClipX && ScreenLoc.Y >= 0 && ScreenLoc.Y < HUD.Canvas.ClipY) { // Draw Text // HUD.Canvas.DrawColor = MakeColor(255,255,0,255); // HUD.Canvas.SetPos(ScreenLoc.X, ScreenLoc.Y); // HUD.Canvas.DrawText("Force "$Wheels[i].ContactForce); // HUD.Canvas.SetPos(ScreenLoc.X, ScreenLoc.Y - (1 * YL)); // HUD.Canvas.DrawText("SR "$Wheels[i].LongSlipRatio); // HUD.Canvas.SetPos(ScreenLoc.X, ScreenLoc.Y - (2 * YL)); // HUD.Canvas.DrawText("SA "$Wheels[i].LatSlipAngle * RadToDeg$" ("$Wheels[i].LatSlipAngle$")"); // HUD.Canvas.SetPos(ScreenLoc.X, ScreenLoc.Y - (3 * YL)); // HUD.Canvas.DrawText("Torque "$Wheels[i].MotorTorque); // HUD.Canvas.SetPos(ScreenLoc.X, ScreenLoc.Y - (4 * YL)); // HUD.Canvas.DrawText("SpinVel "$Wheels[i].SpinVel); // // // Draw Lines // HUD.Canvas.DrawColor = HUD.RedColor; // EndPoint = WorldLoc + (Wheels[i].LongImpulse * 100 * Wheels[i].LongDirection) - (Wheels[i].WheelRadius * Z); // ScreenEndPoint = HUD.Canvas.Project(EndPoint); // DrawDebugLine(WorldLoc - (Wheels[i].WheelRadius * Z), EndPoint, 255, 0, 0); // HUD.Canvas.SetPos(ScreenEndPoint.X, ScreenEndPoint.Y); // HUD.Canvas.DrawText(Wheels[i].LongImpulse); // // HUD.Canvas.DrawColor = HUD.GreenColor; // EndPoint = WorldLoc + (Wheels[i].LatImpulse * 100 * Wheels[i].LatDirection) - (Wheels[i].WheelRadius * Z); // ScreenEndPoint = HUD.Canvas.Project(EndPoint); // DrawDebugLine(WorldLoc - (Wheels[i].WheelRadius * Z), EndPoint, 0, 255, 0); // HUD.Canvas.SetPos(ScreenEndPoint.X, ScreenEndPoint.Y); // HUD.Canvas.DrawText(Wheels[i].LatImpulse); // HUD.Canvas.SetPos(ScreenLoc.X, ScreenLoc.Y + YL); // HUD.Canvas.DrawText(Wheels[i].LatImpulse); // Draw Axes HUD.Canvas.DrawColor = MakeColor(255,255,255,255); HUD.Draw2DLine(ScreenLoc.X, ScreenLoc.Y, ScreenLoc.X + GraphScale, ScreenLoc.Y, MakeColor(0,0,255,255)); HUD.Canvas.SetPos(ScreenLoc.X + GraphScale, ScreenLoc.Y); HUD.Canvas.DrawText(PI * 0.5f); HUD.Draw2DLine(ScreenLoc.X, ScreenLoc.Y, ScreenLoc.X, ScreenLoc.Y - GraphScale, MakeColor(0,0,255,255)); HUD.Canvas.SetPos(ScreenLoc.X, ScreenLoc.Y - GraphScale); HUD.Canvas.DrawText(SimObj.WheelLatExtremumValue); // Draw Graph LastForceValue = 0.0f; for (j=0; j<=GraphScale; j++) { ForceValue = HermiteEval(j * ((PI * 0.5f) / GraphScale)); ForceValue = (ForceValue / SimObj.WheelLatExtremumValue) * GraphScale; HUD.Draw2DLine(ScreenLoc.X + (j - 1), ScreenLoc.Y - LastForceValue, ScreenLoc.X + j, ScreenLoc.Y - ForceValue, MakeColor(0,255,0,255)); LastForceValue = ForceValue; } // Draw Force Value ForceValue = HermiteEval(Abs(Wheels[i].LatSlipAngle)); ForceValueLoc.X = ScreenLoc.X + (Abs(Wheels[i].LatSlipAngle) / (PI * 0.5f)) * GraphScale; ForceValueLoc.Y = ScreenLoc.Y - (ForceValue / SimObj.WheelLatExtremumValue) * GraphScale; HUD.Draw2DLine(ForceValueLoc.X - 5, ForceValueLoc.Y, ForceValueLoc.X + 5, ForceValueLoc.Y, MakeColor(255,0,0,255)); HUD.Draw2DLine(ForceValueLoc.X, ForceValueLoc.Y - 5, ForceValueLoc.X, ForceValueLoc.Y + 5, MakeColor(255,0,0,255)); HUD.Canvas.SetPos(ScreenLoc.X, ForceValueLoc.Y); HUD.Canvas.DrawText(ForceValue); HUD.Canvas.SetPos(ForceValueLoc.X, ScreenLoc.Y + YL); HUD.Canvas.DrawText(Wheels[i].LatSlipAngle); } } HUD.Canvas.DrawColor = SaveColor; } /** * Hermite spline evaluation for use with the slip curve debug display */ simulated function float HermiteEval(float Slip) { local float LatExtremumSlip; local float LatExtremumValue; local float LatAsymptoteSlip; local float LatAsymptoteValue; local float SlipSquared, SlipCubed; local float C0, C1, C3; LatExtremumSlip = SimObj.WheelLatExtremumSlip; LatExtremumValue = SimObj.WheelLatExtremumValue; LatAsymptoteSlip = SimObj.WheelLatAsymptoteSlip; LatAsymptoteValue = SimObj.WheelLatAsymptoteValue; if (Slip < LatExtremumSlip) { Slip /= LatExtremumSlip; SlipSquared = Slip * Slip; SlipCubed = SlipSquared * Slip; C3 = -2.0f * SlipCubed + 3.0f * SlipSquared; C1 = SlipCubed - 2.0f * SlipSquared + Slip; return ((C1 + C3) * LatExtremumValue); } else if (Slip > LatAsymptoteSlip) { return (LatAsymptoteValue); } else { Slip /= (LatAsymptoteSlip - LatExtremumSlip); Slip -= LatExtremumSlip; SlipSquared = Slip * Slip; SlipCubed = SlipSquared * Slip; C3 = -2.0f * SlipCubed + 3.0f * SlipSquared; C0 = 2.0f * SlipCubed - 3.0f * SlipSquared + 1.0f; return (C0 * LatExtremumValue + C3 * LatAsymptoteValue); } } /** * Retrieves important SVehicle debug information as an array of strings. That can then be dumped or displayed on HUD. */ simulated function GetSVehicleDebug( out Array<String> DebugInfo ) { DebugInfo[DebugInfo.Length] = "----Vehicle----: "; DebugInfo[DebugInfo.Length] = "Speed: "$VSize(Velocity)$" Unreal -- "$VSize(Velocity) * 0.0426125$" MPH"; if (Wheels.length > 0) { DebugInfo[DebugInfo.Length] = "MotorTorque: "$Wheels[0].MotorTorque; } DebugInfo[DebugInfo.Length] = "Throttle: "$OutputGas; DebugInfo[DebugInfo.Length] = "Brake: "$OutputBrake; } defaultproperties { InertiaTensorMultiplier=(X=1.000000,Y=1.000000,Z=1.000000) bCanFlip=True Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup ObjName=MyStayUprightSetup Archetype=RB_StayUprightSetup'Engine.Default__RB_StayUprightSetup' Name="MyStayUprightSetup" ObjectArchetype=RB_StayUprightSetup'Engine.Default__RB_StayUprightSetup' End Object StayUprightConstraintSetup=RB_StayUprightSetup'Engine.Default__SVehicle:MyStayUprightSetup' Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance ObjName=MyStayUprightConstraintInstance Archetype=RB_ConstraintInstance'Engine.Default__RB_ConstraintInstance' Name="MyStayUprightConstraintInstance" ObjectArchetype=RB_ConstraintInstance'Engine.Default__RB_ConstraintInstance' End Object StayUprightConstraintInstance=RB_ConstraintInstance'Engine.Default__SVehicle:MyStayUprightConstraintInstance' HeavySuspensionShiftPercent=0.500000 MaxSpeed=2500.000000 MaxAngularVelocity=75000.000000 UprightLiftStrength=225.000000 UprightTorqueStrength=50.000000 UprightTime=1.500000 SquealThreshold=250.000000 SquealLatThreshold=250.000000 LatAngleVolumeMult=1.000000 EngineStartOffsetSecs=2.000000 EngineStopOffsetSecs=1.000000 BaseOffset=(X=0.000000,Y=0.000000,Z=128.000000) CamDist=512.000000 RadialImpulseScaling=1.000000 Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' bUseSingleBodyPhysics=1 bForceDiscardRootMotion=True CollideActors=True BlockActors=True BlockZeroExtent=True BlockNonZeroExtent=True BlockRigidBody=True RBChannel=RBCC_Vehicle RBCollideWithChannels=(Default=True,Vehicle=True,GameplayPhysics=True,EffectPhysics=True) bNotifyRigidBodyCollision=True ScriptRigidBodyCollisionThreshold=250.000000 Name="SVehicleMesh" ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' End Object Mesh=SVehicleMesh Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__Vehicle:CollisionCylinder' ObjectArchetype=CylinderComponent'Engine.Default__Vehicle:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Components(0)=CollisionCylinder Components(1)=SVehicleMesh Physics=PHYS_RigidBody TickGroup=TG_PostAsyncWork bNetInitialRotation=True bBlocksTeleport=True bEdShouldSnap=True CollisionComponent=SVehicleMesh Name="Default__SVehicle" ObjectArchetype=Vehicle'Engine.Default__Vehicle' } |
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