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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.ActorFactory | +-- Engine.ActorFactoryDynamicSM | +-- Engine.ActorFactoryRigidBody
GameActorFactoryBreakable, UTActorFactoryUTKActor
Variables Summary | |
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ActorFactoryRigidBody | |
DistributionVector | AdditionalVelocity |
bool | bDamageAppliesImpulse |
bool | bLocalSpaceInitialVelocity |
bool | bStartAwake |
DistributionVector | InitialAngularVelocity |
vector | InitialVelocity |
ERBCollisionChannel | RBChannel |
Inherited Variables from Engine.ActorFactoryDynamicSM |
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bCastDynamicShadow, bNoEncroachCheck, bNotifyRigidBodyCollision, bUseCompartment, CollisionType, DrawScale3D, StaticMesh |
Inherited Variables from Engine.ActorFactory |
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bPlaceable, GameplayActorClass, MenuName, MenuPriority, NewActorClass, SpecificGameName |
Variables Detail |
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If valid, Velocity added to InitialVelocity when creating actor. This is here in addition to InitialVelocity to maintain backwards compatibility.
Sets the bDamageAppliesImpulse flag on the new Actor.
Indicates if the initial velocity settings below should be considered in the world space or local space of the spawn target actor.
Should spawned Actor start simulating as soon as its created, or be 'asleep' until hit.
If valid, Angular Velocity given to newly spawned Actor.
Velocity that new rigid bodies will have when created. In the ref frame of the spawn target actor.
Allows setting the RBChannel flag on the spawned rigid body's StaticMeshComponent.
Defaultproperties |
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defaultproperties { bStartAwake=True bDamageAppliesImpulse=True RBChannel=RBCC_GameplayPhysics bNoEncroachCheck=True CollisionType=COLLIDE_BlockAll GameplayActorClass=Class'Engine.KActorSpawnable' MenuName="Add RigidBody" NewActorClass=Class'Engine.KActor' Name="Default__ActorFactoryRigidBody" ObjectArchetype=ActorFactoryDynamicSM'Engine.Default__ActorFactoryDynamicSM' } |
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