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Engine.RB_Spring

Extends
ActorComponent
Modifiers
native ( Physics )

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

Core.Object
|   
+-- Core.Component
   |   
   +-- Engine.ActorComponent
      |   
      +-- Engine.RB_Spring

Variables Summary
boolbInHardware
nameBoneName1
nameBoneName2
PrimitiveComponentComponent1
PrimitiveComponentComponent2
floatMinBodyMass
intSceneIndex
pointerSpringData
floatTimeSinceActivation
RB_Spring
boolbEnableForceMassRatio
floatDampMaxForce
floatDampSaturateVel
floatMaxForceMassRatio
floatSpringMaxForce
InterpCurveFloatSpringMaxForceTimeScale
floatSpringSaturateDist
Inherited Variables from Engine.ActorComponent
bAttached, bNeedsReattach, bNeedsUpdateTransform, bTickInEditor, Owner, Scene, TickGroup
Inherited Variables from Core.Component
TemplateName, TemplateOwnerClass

Functions Summary
function Clear ()
function SetComponents (PrimitiveComponent InComponent1, Name InBoneName1, vector Position1, PrimitiveComponent InComponent2, Name InBoneName2, vector Position2)
Inherited Functions from Engine.ActorComponent
ForceUpdate, SetComponentRBFixed, SetTickGroup


Variables Detail

bInHardware Source code

var native const bool bInHardware;
Whether we are in the hardware or software scene.

BoneName1 Source code

var const name BoneName1;
Optional name of bone inside Component1 that spring is attached to (for PhysicsAsset case).

BoneName2 Source code

var const name BoneName2;
Optional name of bone inside Component2 that spring is attached to (for PhysicsAsset case).

Component1 Source code

var const PrimitiveComponent Component1;
PrimitiveComponent attached to one end of this spring.

Component2 Source code

var const PrimitiveComponent Component2;
PrimitiveComponent attached to other end of this spring.

MinBodyMass Source code

var const float MinBodyMass;
Minimum mass of bodies connected by spring.

SceneIndex Source code

var native const int SceneIndex;
Physics scene index.

SpringData Source code

var native const pointer SpringData;
Internal phyiscs engine use.

TimeSinceActivation Source code

var native const float TimeSinceActivation;
Zeroed when SetComponents is called, this indicates the time the spring has been acting.

RB_Spring

bEnableForceMassRatio Source code

var(RB_Spring) bool bEnableForceMassRatio;
Allows you to limit the maximum force applied by spring based on MinBodyMass.

DampMaxForce Source code

var(RB_Spring) float DampMaxForce;
Maximum velocity damping force applied between sprung bodies.

DampSaturateVel Source code

var(RB_Spring) float DampSaturateVel;
Linear velocity (along spring direction) at which damping force is maximum.

MaxForceMassRatio Source code

var(RB_Spring) float MaxForceMassRatio;
If bEnableForceMassRatio is true, this is maximum allowed ratio between MinBodyMass and the applied spring force.

SpringMaxForce Source code

var(RB_Spring) float SpringMaxForce;
Max linear force applied by spring. Multiplied by SpringMaxForceTimeScale before being passed to simulation.

SpringMaxForceTimeScale Source code

var(RB_Spring) InterpCurveFloat SpringMaxForceTimeScale;
Allows scaling of spring force over time. Time is zeroed when SetComponents is called, and this curve is a scaling of SpringMaxForce over time from then (in seconds).

SpringSaturateDist Source code

var(RB_Spring) float SpringSaturateDist;
Spring extension at which maximum spring force is applied. Force linear ramps up to this point and is constant beyond it.


Functions Detail

Clear Source code

native function Clear ( )

SetComponents Source code

native function SetComponents ( PrimitiveComponent InComponent1, Name InBoneName1, vector Position1, PrimitiveComponent InComponent2, Name InBoneName2, vector Position2 )


Defaultproperties

defaultproperties
{
   SpringMaxForceTimeScale=(Points=((OutVal=1.000000)))
   TickGroup=TG_PreAsyncWork
   Name="Default__RB_Spring"
   ObjectArchetype=ActorComponent'Engine.Default__ActorComponent'
}

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Creation time: sk 18-3-2018 10:00:42.287 - Created with UnCodeX