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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.Actor | +-- Engine.RB_RadialForceActor
| Constants Summary |
|---|
| Inherited Contants from Core.Object |
|---|
| DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
| Variables Summary | |
|---|---|
| DrawSphereComponent | RenderComponent |
| RB_RadialForceActor | |
| bool | bForceActive |
| bool | bForceApplyToCloth |
| bool | bForceApplyToFluid |
| bool | bForceApplyToProjectiles |
| bool | bForceApplyToRigidBodies |
| RBCollisionChannelContainer | CollideWithChannels |
| PrimitiveComponent.ERadialImpulseFalloff | ForceFalloff |
| int | ForceFieldChannel |
| float | ForceRadius |
| float | ForceStrength |
| ERadialForceType | RadialForceMode |
| float | SpinTorque |
| float | SwirlStrength |
| Inherited Variables from Core.Object |
|---|
| Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
| Enumerations Summary | ||
|---|---|---|
| ERadialForceType RFT_Force, RFT_Impulse, | ||
| 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 |
|---|
Used to preview the radius of the force.
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
Way in which the force falls off as objects are further away from the location.
Force field channel, used to identify which force field exclude volumes apply to this force field
Radius of influence of the force.
Strength of the force applied by this actor. Positive forces are applied outwards.
Indicates which type of force mode is used.
How strongly to spin objects around their local Z.
How strongly objects orbit around Z axis of actor.
| Enumerations Detail |
|---|
| Functions Detail |
|---|
onToggle Source codeHandling Toggle event from Kismet.
| Defaultproperties |
|---|
defaultproperties
{
Begin Object Class=DrawSphereComponent Name=DrawSphere0 ObjName=DrawSphere0 Archetype=DrawSphereComponent'Engine.Default__DrawSphereComponent'
SphereColor=(B=255,G=70,R=64,A=255)
SphereRadius=200.000000
Name="DrawSphere0"
ObjectArchetype=DrawSphereComponent'Engine.Default__DrawSphereComponent'
End Object
RenderComponent=DrawSphere0
ForceStrength=10.000000
ForceRadius=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,Untitled4=True,Cloth=True,FluidDrain=True)
Components(0)=DrawSphere0
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_RadialForceActor"
ObjectArchetype=Actor'Engine.Default__Actor'
}
|
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