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Engine.ActorFactoryRigidBody

Extends
ActorFactoryDynamicSM
Modifiers
config ( Editor ) collapsecategories hidecategories ( Object ) native

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.ActorFactory
   |   
   +-- Engine.ActorFactoryDynamicSM
      |   
      +-- Engine.ActorFactoryRigidBody

Direct Known Subclasses:

GameActorFactoryBreakable, UTActorFactoryUTKActor

Variables Summary
ActorFactoryRigidBody
DistributionVectorAdditionalVelocity
boolbDamageAppliesImpulse
boolbLocalSpaceInitialVelocity
boolbStartAwake
DistributionVectorInitialAngularVelocity
vectorInitialVelocity
ERBCollisionChannelRBChannel
Inherited Variables from Engine.ActorFactoryDynamicSM
bCastDynamicShadow, bNoEncroachCheck, bNotifyRigidBodyCollision, bUseCompartment, CollisionType, DrawScale3D, StaticMesh
Inherited Variables from Engine.ActorFactory
bPlaceable, GameplayActorClass, MenuName, MenuPriority, NewActorClass, SpecificGameName


Variables Detail

ActorFactoryRigidBody

AdditionalVelocity Source code

var(ActorFactoryRigidBody) DistributionVector AdditionalVelocity;
If valid, Velocity added to InitialVelocity when creating actor. This is here in addition to InitialVelocity to maintain backwards compatibility.

bDamageAppliesImpulse Source code

var(ActorFactoryRigidBody) bool bDamageAppliesImpulse;
Sets the bDamageAppliesImpulse flag on the new Actor.

bLocalSpaceInitialVelocity Source code

var(ActorFactoryRigidBody) bool bLocalSpaceInitialVelocity;
Indicates if the initial velocity settings below should be considered in the world space or local space of the spawn target actor.

bStartAwake Source code

var(ActorFactoryRigidBody) bool bStartAwake;
Should spawned Actor start simulating as soon as its created, or be 'asleep' until hit.

InitialAngularVelocity Source code

var(ActorFactoryRigidBody) DistributionVector InitialAngularVelocity;
If valid, Angular Velocity given to newly spawned Actor.

InitialVelocity Source code

var(ActorFactoryRigidBody) vector InitialVelocity;
Velocity that new rigid bodies will have when created. In the ref frame of the spawn target actor.

RBChannel Source code

var(ActorFactoryRigidBody) ERBCollisionChannel RBChannel;
Allows setting the RBChannel flag on the spawned rigid body's StaticMeshComponent.


Defaultproperties

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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Creation time: sk 18-3-2018 10:00:34.610 - Created with UnCodeX