| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object | +-- Engine.Actor | +-- Engine.RB_CylindricalForceActor
| Constants Summary |
|---|
| Inherited Contants from Core.Object |
|---|
| DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
| Variables Summary | |
|---|---|
| RB_CylindricalForceActor | |
| bool | bForceActive |
| bool | bForceApplyToCloth |
| bool | bForceApplyToFluid |
| bool | bForceApplyToProjectiles |
| bool | bForceApplyToRigidBodies |
| RBCollisionChannelContainer | CollideWithChannels |
| float | EscapeVelocity |
| int | ForceFieldChannel |
| float | ForceHeight |
| float | ForceRadius |
| float | ForceTopRadius |
| float | HeightOffset |
| float | LiftFalloffHeight |
| float | LiftStrength |
| float | RadialStrength |
| DrawCylinderComponent | RenderComponent |
| float | RotationalStrength |
| Inherited Variables from Core.Object |
|---|
| Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.Actor |
|---|
| ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType |
| Inherited Enumerations from Core.Object |
|---|
| EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
| Structures Summary |
|---|
| Inherited Structures from Engine.Actor |
|---|
| AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo |
| Functions Summary | ||
|---|---|---|
![]() | onToggle (SeqAct_Toggle inAction)) | |
| Variables Detail |
|---|
Indicates whether the force is active at the moment.
Apply force field to cloth
Apply force field to fluid
Apply force field to projectiles like rockets
Apply force field to rigid bodies
Which types of object to apply this force field to
Velocity above which the radial force is ignored.
Force field channel, used to identify which force field exclude volumes apply to this force field
Height of force cylinder
Radius of influence of the force at the bottom of the cylinder.
Radius of the force field at the top
Offset from the actor base to the center of the force field
Lift falloff height, 0-1, lift starts to fall off in a linear way above this height
Strength of the force applied along the cylinder axis
Strength of the force applied by this actor.
Used to preview the radius of the force.
Rotational strength of the force applied around the cylinder axis.
| Functions Detail |
|---|
onToggle Source codeHandling Toggle event from Kismet.
| Defaultproperties |
|---|
defaultproperties
{
Begin Object Class=DrawCylinderComponent Name=DrawCylinder0 ObjName=DrawCylinder0 Archetype=DrawCylinderComponent'Engine.Default__DrawCylinderComponent'
CylinderRadius=200.000000
CylinderTopRadius=200.000000
CylinderHeight=200.000000
Name="DrawCylinder0"
ObjectArchetype=DrawCylinderComponent'Engine.Default__DrawCylinderComponent'
End Object
RenderComponent=DrawCylinder0
EscapeVelocity=10000.000000
ForceRadius=200.000000
ForceTopRadius=200.000000
ForceHeight=200.000000
bForceApplyToCloth=True
bForceApplyToFluid=True
bForceApplyToRigidBodies=True
ForceFieldChannel=1
CollideWithChannels=(Default=True,Pawn=True,Vehicle=True,Water=True,GameplayPhysics=True,EffectPhysics=True,Untitled1=True,Untitled2=True,Untitled3=True,Cloth=True,FluidDrain=True)
Components(0)=DrawCylinder0
Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__SpriteComponent'
Sprite=Texture2D'EngineResources.S_RadForce'
HiddenGame=True
AlwaysLoadOnClient=False
AlwaysLoadOnServer=False
Name="Sprite"
ObjectArchetype=SpriteComponent'Engine.Default__SpriteComponent'
End Object
Components(1)=Sprite
RemoteRole=ROLE_SimulatedProxy
bNoDelete=True
bAlwaysRelevant=True
bOnlyDirtyReplication=True
NetUpdateFrequency=0.100000
CollisionType=COLLIDE_CustomDefault
Name="Default__RB_CylindricalForceActor"
ObjectArchetype=Actor'Engine.Default__Actor'
}
|
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