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Engine.SVehicle

Extends
Vehicle
Modifiers
native ( Physics ) nativereplication abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- Engine.SVehicle

Direct Known Subclasses:

GameVehicle, UTVehicleBase

Variables Summary
floatAngErrorAccumulator
boolbCanFlip
boolbChassisTouchingGround
boolbFlipRight
boolbHoldingDownHandbrake
boolbIsInverted
boolbIsUprighting
boolbOutputHandbrake
boolbUpdateWheelShapes
boolbUseSuspensionAxis
boolbVehicleOnGround
boolbVehicleOnWater
boolbWasChassisTouchingGroundLastTick
intDriverViewPitch
intDriverViewYaw
floatForwardVel
floatHeavySuspensionShiftPercent
floatLastCollisionSoundTime
intNumPoweredWheels
floatOutputBrake
floatOutputGas
floatOutputRise
floatOutputSteering
floatRadialImpulseScaling
RB_ConstraintInstanceStayUprightConstraintInstance
RB_StayUprightSetupStayUprightConstraintSetup
floatTimeOffGround
floatUprightStartTime
VehicleStateVState
Sounds
floatCollisionIntervalSecs
SoundCueCollisionSound
AudioComponentEngineSound
floatEngineStartOffsetSecs
floatEngineStopOffsetSecs
SoundCueEnterVehicleSound
SoundCueExitVehicleSound
floatLatAngleVolumeMult
floatSquealLatThreshold
AudioComponentSquealSound
floatSquealThreshold
SVehicle
vectorBaseOffset
floatCamDist
vectorCOMOffset
vectorInertiaTensorMultiplier
floatMaxAngularVelocity
floatMaxSpeed
SVehicleSimBaseSimObj
array<SVehicleWheel>Wheels
UprightConstraint
boolbStayUpright
floatStayUprightDamping
floatStayUprightPitchResistAngle
floatStayUprightRollResistAngle
floatStayUprightStiffness
Uprighting
floatUprightLiftStrength
floatUprightTime
floatUprightTorqueStrength
Inherited Variables from Engine.Vehicle
AIMoveCheckTime, bAttachDriver, bAvoidReversing, bDoExtraNetRelevancyTraces, bDriverIsVisible, bDriving, bDuckObstacles, bFollowLookDir, bHasHandbrake, bIgnoreStallZ, bRetryPathfindingWithDriver, bScriptedRise, bSeparateTurretFocus, bTurnInPlace, CrushedDamageType, Driver, DriverDamageMult, ExitOffset, ExitPositions, ExitRadius, ForceCrushPenetration, MinCrushSpeed, MomentumMult, OldSteering, OldThrottle, OnlySteeringStartTime, Rise, Steering, StuckCount, StuckTime, TargetLocationAdjustment, Throttle, ThrottleTime, TurnTime, VehicleMovingTime
Inherited Variables from Engine.Pawn
AccelRate, AIMaxFallSpeedFactor, AirControl, AirSpeed, Alertness, AllowedYawError, AlwaysRelevantDistanceSquared, Anchor, AvgPhysicsTime, bAmbientCreature, BaseEyeHeight, bAutoFire, bAvoidLedges, bCachedRelevant, bCanBeBaseForPawns, bCanClimbCeilings, bCanClimbLadders, bCanCrouch, bCanFly, bCanJump, bCanMantle, bCanPickupInventory, bCanStrafe, bCanSwatTurn, bCanSwim, bCanUse, bCanWalk, bCanWalkOffLedges, bCrawler, bDirectHitWall, bDisplayPathErrors, bDontPossess, bForceFloorCheck, bForceKeepAnchor, bForceMaxAccel, bForceRegularVelocity, bForceRMVelocity, bIgnoreForces, bIsCrouched, bIsFemale, bIsWalking, bJumpCapable, bLOSHearing, bModifyReachSpecCost, bMuffledHearing, bNoWeaponFiring, bPathfindsAsVehicle, bPlayedDeath, bPushesRigidBodies, BreathTime, bReducedSpeed, bRollToDesired, bRunPhysicsWithNoController, bSimGravityDisabled, bSimulateGravity, bSpecialHUD, bStationary, bStopAtLedges, bTryToUncrouch, Buoyancy, bUpAndOut, bWantsToCrouch, Controller, ControllerClass, CrouchedPct, CrouchHeight, CrouchRadius, CylinderComponent, DamageScaling, DesiredSpeed, DestinationOffset, DrivenVehicle, EyeHeight, FailedLandingCount, FindAnchorFailedTime, FiringMode, FlashCount, FlashLocation, Floor, FullHeight, GroundSpeed, HeadVolume, Health, HealthMax, HearingThreshold, HitDamageType, InterpolatedYaw, InventoryManagerClass, InvManager, JumpZ, LadderSpeed, LandMovementState, LastAnchor, LastFiringFlashLocation, LastHitBy, LastPainTime, LastRealViewer, LastStartSpot, LastStartTime, LastValidAnchorTime, LastViewer, Mass, MaxDesiredSpeed, MaxFallSpeed, MaxJumpHeight, MaxOutOfWaterStepHeight, MaxPitchLimit, MaxStepHeight, MeleeRange, MenuName, Mesh, MeshTranslationOffset, NetRelevancyTime, NextPathRadius, NextPawn, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, NonPreferredVehiclePathMultiplier, OldZ, OnLadder, OutofWaterZ, PathSearchType, PeripheralVision, PhysicsPushBody, PlayerReplicationInfo, PreRagdollCollisionComponent, RBPushRadius, RBPushStrength, ReceivedYaw, RemoteViewPitch, RMVelocity, SerpentineDir, SerpentineDist, SerpentineTime, ShotCount, SightRadius, SoundDampening, SpawnTime, SplashTime, TakeHitLocation, TearOffMomentum, UncrouchTime, UnderWaterTime, VehicleCheckRadius, ViewPitchMax, ViewPitchMin, WalkableFloorZ, WalkingPct, WaterMovementState, WaterSpeed, Weapon

Enumerations Summary
Inherited Enumerations from Engine.Pawn
EPathSearchType

Structures Summary
VehicleState
RBState, ServerBrake, ServerGas, ServerSteering, ServerRise, bServerHandbrake, ServerView

Functions Summary
function AddVelocity (vector NewVelocity, vector HitLocation, lass<DamageType> DamageType, optional TraceHitInfo HitInfo ))
functionbool CalcCamera (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ))
event Destroyed ()))
functionbool Died (Controller Killer, class<DamageType> DamageType, vector HitLocation))
function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos))
function DisplayWheelsDebug (HUD HUD, float YL))
function DrivingStatusChanged ()))
functionname GetDefaultCameraMode (PlayerController RequestedBy ))
function GetSVehicleDebug (out Array DebugInfo ))
functionbool HasWheelsOnGround ()
functionfloat HermiteEval (float Slip))
function InitVehicleRagdoll (SkeletalMesh RagdollMesh, PhysicsAsset RagdollPhysAsset, vector ActorMove)
event PostBeginPlay ()))
event PostInitAnimTree (SkeletalMeshComponent SkelComp))
function PostTeleport (Teleporter OutTeleporter))
event RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex ))
function SetWheelCollision (int WheelNum, bool bCollision)
function StartEngineSound ()))
function StartEngineSoundTimed ()))
function StopEngineSound ()))
function StopEngineSoundTimed ()))
function StopVehicleSounds ()))
event SuspensionHeavyShift (float Delta)
function TakeRadiusDamage (Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser ))
functionbool TryToDrive (Pawn P))
function TurnOff ()))
function VehiclePlayEnterSound ()))
function VehiclePlayExitSound ()))
Inherited Functions from Engine.Vehicle
AdjustDriverDamage, AnySeatAvailable, AttachDriver, CanEnterVehicle, CheatFly, CheatGhost, CheatWalk, ContinueOnFoot, CrushedBy, Destroyed, Destroyed_HandleDriver, DetachDriver, Died, DisplayDebug, DriverDied, DriverEnter, DriverLeave, DriverLeft, DriverRadiusDamage, DrivingStatusChanged, EncroachedBy, EncroachingOn, EntryAnnouncement, FaceRotation, FindAutoExit, GetCollisionDamageInstigator, GetDefaultCameraMode, GetEntryLocation, GetTargetLocation, HandleDeadVehicleDriver, NotifyDriverTakeHit, NotifyTeamChanged, PancakeOther, PlaceExitingDriver, PlayDying, PlayerChangedTeam, PossessedBy, PostBeginPlay, ReplicatedEvent, SetBaseEyeheight, SetDriving, SetInputs, SetKillInstigator, Suicide, TakeDamage, TakeRadiusDamage, ThrowActiveWeapon, TryExitPos, TryToDrive, UnPossessed
Inherited Functions from Engine.Pawn
AddDefaultInventory, AddVelocity, AdjustCameraScale, AdjustDamage, AdjustedStrength, AffectedByHitEffects, BaseChange, BecomeViewTarget, BeginState, BotFire, BreathTimer, CanAttack, CanBeBaseForPawn, CanGrabLadder, CannotJumpNow, CanSplash, CanThrowWeapon, CheatFly, CheatGhost, CheatWalk, CheckWaterJump, ChooseFireMode, ClearFlashCount, ClearFlashLocation, ClientMessage, ClientReStart, ClientSetLocation, ClientSetRotation, ClimbLadder, CreateInventory, CrushedBy, Destroyed, DetachFromController, Died, DisplayDebug, DoJump, DoKismetAttachment, DrawHUD, DropToGround, EffectIsRelevant, EncroachedBy, EncroachingOn, EndClimbLadder, EndCrouch, FaceRotation, Falling, FellOutOfWorld, FindInventoryType, FinishedInterpolation, FireOnRelease, FiringModeUpdated, FlashCountUpdated, FlashLocationUpdated, ForceCrouch, ForceSpecialAttack, Gasp, GetActorEyesViewPoint, GetAdjustedAimFor, GetBaseAimRotation, GetBestAnchor, GetBoundingCylinder, GetCollisionExtent, GetCollisionHeight, GetCollisionRadius, GetDamageScaling, GetDefaultCameraMode, GetHumanReadableName, GetMoveTarget, GetPawnViewLocation, GetTeam, GetTeamNum, GetVehicleBase, GetViewRotation, GetWeaponStartTraceLocation, gibbedBy, HandlePickup, HasRangedAttack, HeadVolumeChange, HealDamage, HitWall, InCombat, IncrementFlashCount, InFreeCam, InGodMode, InitRagdoll, IsFiring, IsFirstPerson, IsHumanControlled, IsInPain, IsInvisible, IsLocallyControlled, IsPlayerPawn, IsSameTeam, IsStationary, IsValidEnemy, IsValidEnemyTargetFor, IsValidTargetFor, JumpOffPawn, JumpOutOfWater, KilledBy, Landed, LineOfSightTo, MessagePlayer, ModifyVelocity, NearMoveTarget, NeedToTurn, NotifyTakeHit, NotifyTeamChanged, OnAssignController, OnGiveInventory, OnSetMaterial, OnTeleport, OutsideWorldBounds, PawnCalcCamera, PlayDying, PlayDyingSound, PlayerChangedTeam, PlayFootStepSound, PlayHit, PlayLanded, PlayNextAnimation, PlayTeleportEffect, PlayWeaponSwitch, PossessedBy, PostBeginPlay, PoweredUp, PreBeginPlay, ProcessViewRotation, PruneDamagedBoneList, RangedAttackTime, ReachedDestination, ReachedPoint, ReceiveLocalizedMessage, RecommendLongRangedAttack, ReplicatedEvent, Reset, Restart, RestartPlayer, SetActiveWeapon, SetAnchor, SetBaseEyeheight, SetFiringMode, SetFlashLocation, SetKillInstigator, SetMovementPhysics, SetMoveTarget, SetPushesRigidBodies, SetRemoteViewPitch, SetViewRotation, SetWalking, ShouldCrouch, SoakPause, SpawnDefaultController, SpawnedByKismet, SpecialCostForPath, SpecialMoveTo, StartCrouch, StartDriving, StartFire, StopDriving, StopFire, StopFiring, StuckOnPawn, SuggestJumpVelocity, Suicide, TakeDamage, TakeDrowningDamage, TakeFallingDamage, TakeRadiusDamageOnBones, TermRagdoll, ThrowActiveWeapon, Timer, ToggleMelee, TooCloseToAttack, TornOff, TossWeapon, TouchingWaterVolume, TurnOff, UnCrouch, UnPossessed, UpdateControllerOnPossess, ValidAnchor, WasPlayerPawn, WeaponFired, WeaponStoppedFiring


Variables Detail

AngErrorAccumulator Source code

var native const float AngErrorAccumulator;

bCanFlip Source code

var bool bCanFlip;
true if vehicle can be uprighted by player

bChassisTouchingGround Source code

var const bool bChassisTouchingGround;
OUTPUT: True if there are any contacts between the chassis of the vehicle and the ground.

bFlipRight Source code

var bool bFlipRight;
Changes the direction the car gets flipped (used to prevent flipping car onto player

bHoldingDownHandbrake Source code

var bool bHoldingDownHandbrake;

bIsInverted Source code

var const bool bIsInverted;
OUTPUT: True if vehicle is mostly upside down.

bIsUprighting Source code

var bool bIsUprighting;
Internal variable. True while uprighting forces are being applied.

bOutputHandbrake Source code

var bool bOutputHandbrake;

bUpdateWheelShapes Source code

var bool bUpdateWheelShapes;
set this flag to cause wheel shape parameters to be updated. Cleared after update occurs.

bUseSuspensionAxis Source code

var bool bUseSuspensionAxis;

bVehicleOnGround Source code

var const bool bVehicleOnGround;
OUTPUT: True if _any_ SVehicleWheel is currently touching the ground (ignores contacts with chassis etc)

bVehicleOnWater Source code

var const bool bVehicleOnWater;
OUTPUT: True if _any_ SVehicleWheel is currently touching water

bWasChassisTouchingGroundLastTick Source code

var const bool bWasChassisTouchingGroundLastTick;
OUTPUT: True if there were any contacts between the chassis of the vehicle and the ground last tick

DriverViewPitch Source code

var int DriverViewPitch;

DriverViewYaw Source code

var int DriverViewYaw;

ForwardVel Source code

var float ForwardVel;

HeavySuspensionShiftPercent Source code

var float HeavySuspensionShiftPercent;
Percent the Suspension must want to move in one go for the heavy shift function to be called

LastCollisionSoundTime Source code

var float LastCollisionSoundTime;
Internal variable; prevents collision sounds from being triggered too frequently.

NumPoweredWheels Source code

var int NumPoweredWheels;

OutputBrake Source code

var float OutputBrake;

OutputGas Source code

var float OutputGas;

OutputRise Source code

var float OutputRise;

OutputSteering Source code

var float OutputSteering;

RadialImpulseScaling Source code

var float RadialImpulseScaling;
Hacky - used to scale hurtradius applied impulses

StayUprightConstraintInstance Source code

var editinline export RB_ConstraintInstance StayUprightConstraintInstance;

StayUprightConstraintSetup Source code

var editinline export RB_StayUprightSetup StayUprightConstraintSetup;

TimeOffGround Source code

var const float TimeOffGround;
OUTPUT: Time that bVehicleOnGround has been false for.

UprightStartTime Source code

var float UprightStartTime;
Internal variable. Marks the time that uprighting began.

VState Source code

var native const VehicleState VState;

Sounds

CollisionIntervalSecs Source code

var(Sounds) float CollisionIntervalSecs;
Minimum time passed between the triggering collision sounds; generally set to longest collision sound.

CollisionSound Source code

var(Sounds) SoundCue CollisionSound;
Played when the vehicle slams into things.

EngineSound Source code

var(Sounds) editconst const AudioComponent EngineSound;
Ambient engine-running sound. Pitch modulated based on RPMS.

EngineStartOffsetSecs Source code

var(Sounds) const float EngineStartOffsetSecs;
Time delay between the engine startup sound and the engine idling sound.

EngineStopOffsetSecs Source code

var(Sounds) const float EngineStopOffsetSecs;
Time delay between the engine shutdown sound and the deactivation of the engine idling sound.

EnterVehicleSound Source code

var(Sounds) SoundCue EnterVehicleSound;
Engine startup sound played upon entering the vehicle.

ExitVehicleSound Source code

var(Sounds) SoundCue ExitVehicleSound;
Engine switch-off sound played upon exiting the vhicle.

LatAngleVolumeMult Source code

var(Sounds) const float LatAngleVolumeMult;
multiplier for volume level of Lateral squeals relative to straight slip squeals.

SquealLatThreshold Source code

var(Sounds) const float SquealLatThreshold;
Lateral Slip velocity cut off below which no wheel squealing is heard

SquealSound Source code

var(Sounds) editconst const AudioComponent SquealSound;
Volume-modulated wheel squeeling.

SquealThreshold Source code

var(Sounds) const float SquealThreshold;
Slip velocity cuttoff below which no wheel squealing is heard.

SVehicle

BaseOffset Source code

var(SVehicle) vector BaseOffset;

CamDist Source code

var(SVehicle) float CamDist;

COMOffset Source code

var(SVehicle) vector COMOffset;
Center of mass location of the vehicle, in local space.

InertiaTensorMultiplier Source code

var(SVehicle) vector InertiaTensorMultiplier;
Inertia Tensor Multipler - allows you to scale the components of the pre-calculated inertia tensor

MaxAngularVelocity Source code

var(SVehicle) float MaxAngularVelocity;
Vehicle angular velocity will be capped to this value

MaxSpeed Source code

var(SVehicle) float MaxSpeed;
Vehicle total speed will be capped to this value

SimObj Source code

var(SVehicle) noclear const SVehicleSimBase SimObj;
Object containing the actual vehicle simulation paramters and code. Allows you to 'plug' different vehicle types in.

Wheels Source code

var(SVehicle) editinline export array<SVehicleWheel> Wheels;
Data for each wheel.

UprightConstraint

bStayUpright Source code

var(UprightConstraint) bool bStayUpright;
Use the stay-upright world constraint

StayUprightDamping Source code

var(UprightConstraint) float StayUprightDamping;
Amount of dampening past the limit angles

StayUprightPitchResistAngle Source code

var(UprightConstraint) float StayUprightPitchResistAngle;
Angle at which the vehicle will resist pitching

StayUprightRollResistAngle Source code

var(UprightConstraint) float StayUprightRollResistAngle;
Angle at which the vehicle will resist rolling

StayUprightStiffness Source code

var(UprightConstraint) float StayUprightStiffness;
Amount of spring past the limit angles

Uprighting

UprightLiftStrength Source code

var(Uprighting) float UprightLiftStrength;
Scales the lifting force applied to the vehicle during uprighting.

UprightTime Source code

var(Uprighting) float UprightTime;
Time in seconds to apply uprighting force/torque.

UprightTorqueStrength Source code

var(Uprighting) float UprightTorqueStrength;
Scales the torque applied to the vehicle during uprighting.


Structures Detail

VehicleState Source code

struct VehicleState
{
var bool bServerHandbrake;
var RigidBodyState RBState;
var byte ServerBrake;
var byte ServerGas;
var byte ServerRise;
var byte ServerSteering;
var int ServerView;
};



Functions Detail

AddVelocity Source code

function AddVelocity ( vector NewVelocity, vector HitLocation,class<DamageType> DamageType, optional TraceHitInfo HitInfo ) )

CalcCamera Source code

simulated function bool CalcCamera ( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ) )
Calculate camera view point, when viewing this actor.
@param fDeltaTime delta time seconds since last update
@param out_CamLoc Camera Location
@param out_CamRot Camera Rotation
@param out_FOV Field of View
@return true if Pawn should provide the camera point of view.

Destroyed Source code

simulated event Destroyed ( ) )

Died Source code

function bool Died ( Controller Killer, class<DamageType> DamageType, vector HitLocation) )

DisplayDebug Source code

simulated function DisplayDebug ( HUD HUD, out float out_YL, out float out_YPos) )

DisplayWheelsDebug Source code

simulated function DisplayWheelsDebug ( HUD HUD, float YL) )
Special debug information for the wheels that is displayed at each wheel's location

DrivingStatusChanged Source code

simulated function DrivingStatusChanged ( ) )

GetDefaultCameraMode Source code

simulated function name GetDefaultCameraMode ( PlayerController RequestedBy ) )

GetSVehicleDebug Source code

simulated function GetSVehicleDebug ( out Array<String> DebugInfo ) )
Retrieves important SVehicle debug information as an array of strings. That can then be dumped or displayed on HUD.

HasWheelsOnGround Source code

simulated native function bool HasWheelsOnGround ( )
HasWheelsOnGround() returns true if any of vehicles wheels are currently in contact with the ground (wheel has bWheelOnGround==true)

HermiteEval Source code

simulated function float HermiteEval ( float Slip) )
Hermite spline evaluation for use with the slip curve debug display

InitVehicleRagdoll Source code

native function InitVehicleRagdoll ( SkeletalMesh RagdollMesh, PhysicsAsset RagdollPhysAsset, vector ActorMove )
Utility for switching the vehicle from a single body to an articulated ragdoll-like one given a new mesh and physics asset. ActorMove is an extra translation applied to Actor during the transition, which can be useful to avoid ragdoll mesh penetrating into the ground.

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )
Called when gameplay begins. Used to make sure the engine sound audio component has the right properties set to ensure it gets restarted if it has been cut out due to the audio code running out of HW channels to play the sound in.

PostInitAnimTree Source code

simulated event PostInitAnimTree ( SkeletalMeshComponent SkelComp) )
Store pointer to each wheel's SkelControlWheel.

PostTeleport Source code

function PostTeleport ( Teleporter OutTeleporter) )

RigidBodyCollision Source code

simulated event RigidBodyCollision ( PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex ) )

SetWheelCollision Source code

native final function SetWheelCollision ( int WheelNum, bool bCollision )
turns on or off a wheel's collision
@param WheelNum the index of the wheel in the Wheels array to change
@param bCollision whether to turn collision on or off

StartEngineSound Source code

simulated function StartEngineSound ( ) )
turns on the engine sound

StartEngineSoundTimed Source code

simulated function StartEngineSoundTimed ( ) )
starts a timer of EngineStartOffsetSecs duration to turn on the engine sound

StopEngineSound Source code

simulated function StopEngineSound ( ) )
turns off the engine sound

StopEngineSoundTimed Source code

simulated function StopEngineSoundTimed ( ) )
starts a timer of EngineStopOffsetSecs duration to turn off the engine sound

StopVehicleSounds Source code

simulated function StopVehicleSounds ( ) )

SuspensionHeavyShift Source code

simulated event SuspensionHeavyShift ( float Delta )
called when the suspension moves a large amount, passes the delta

TakeRadiusDamage Source code

simulated function TakeRadiusDamage ( Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser ) )
Take Radius Damage by default scales damage based on distance from HurtOrigin to Actor's location. This can be overriden by the actor receiving the damage for special conditions (see KAsset.uc).
@param InstigatedBy, instigator of the damage
@param Base Damage
@param Damage Radius (from Origin)
@param DamageType class
@param Momentum (float)
@param HurtOrigin, origin of the damage radius.
@param bFullDamage, if true, damage not scaled based on distance HurtOrigin
@param DamageCauser the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)

TryToDrive Source code

function bool TryToDrive ( Pawn P) )

TurnOff Source code

simulated function TurnOff ( ) )
TurnOff() Freeze pawn - stop sounds, animations, physics, weapon firing

VehiclePlayEnterSound Source code

simulated function VehiclePlayEnterSound ( ) )

VehiclePlayExitSound Source code

simulated function VehiclePlayExitSound ( ) )


Defaultproperties

defaultproperties
{
   InertiaTensorMultiplier=(X=1.000000,Y=1.000000,Z=1.000000)
   bCanFlip=True
   Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup ObjName=MyStayUprightSetup Archetype=RB_StayUprightSetup'Engine.Default__RB_StayUprightSetup'
      Name="MyStayUprightSetup"
      ObjectArchetype=RB_StayUprightSetup'Engine.Default__RB_StayUprightSetup'
   End Object
   StayUprightConstraintSetup=RB_StayUprightSetup'Engine.Default__SVehicle:MyStayUprightSetup'
   Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance ObjName=MyStayUprightConstraintInstance Archetype=RB_ConstraintInstance'Engine.Default__RB_ConstraintInstance'
      Name="MyStayUprightConstraintInstance"
      ObjectArchetype=RB_ConstraintInstance'Engine.Default__RB_ConstraintInstance'
   End Object
   StayUprightConstraintInstance=RB_ConstraintInstance'Engine.Default__SVehicle:MyStayUprightConstraintInstance'
   HeavySuspensionShiftPercent=0.500000
   MaxSpeed=2500.000000
   MaxAngularVelocity=75000.000000
   UprightLiftStrength=225.000000
   UprightTorqueStrength=50.000000
   UprightTime=1.500000
   SquealThreshold=250.000000
   SquealLatThreshold=250.000000
   LatAngleVolumeMult=1.000000
   EngineStartOffsetSecs=2.000000
   EngineStopOffsetSecs=1.000000
   BaseOffset=(X=0.000000,Y=0.000000,Z=128.000000)
   CamDist=512.000000
   RadialImpulseScaling=1.000000
   Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
      bUseSingleBodyPhysics=1
      bForceDiscardRootMotion=True
      CollideActors=True
      BlockActors=True
      BlockZeroExtent=True
      BlockNonZeroExtent=True
      BlockRigidBody=True
      RBChannel=RBCC_Vehicle
      RBCollideWithChannels=(Default=True,Vehicle=True,GameplayPhysics=True,EffectPhysics=True)
      bNotifyRigidBodyCollision=True
      ScriptRigidBodyCollisionThreshold=250.000000
      Name="SVehicleMesh"
      ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
   End Object
   Mesh=SVehicleMesh
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__Vehicle:CollisionCylinder'
      ObjectArchetype=CylinderComponent'Engine.Default__Vehicle:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Components(1)=SVehicleMesh
   Physics=PHYS_RigidBody
   TickGroup=TG_PostAsyncWork
   bNetInitialRotation=True
   bBlocksTeleport=True
   bEdShouldSnap=True
   CollisionComponent=SVehicleMesh
   Name="Default__SVehicle"
   ObjectArchetype=Vehicle'Engine.Default__Vehicle'
}

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Creation time: sk 18-3-2018 10:00:44.834 - Created with UnCodeX