My program doesn't have bugs. It just develops random features.

UE2:SVehicleWheel (UT2004)

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UT2004 Object >> SVehicleWheel

Contents

Package: 
Engine
This class in other games:
U2, UDK, UE2Runtime, UT3

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[edit] Properties

[edit] Property group 'SVehicleWheel'

[edit] Adhesion

Type: float


[edit] bHandbrakeWheel

Type: bool


[edit] bLeftTrack

Type: bool


[edit] BoneName

Type: name


[edit] BoneOffset

Type: Object.Vector

Offset from wheel bone to line check point (middle of tyre). NB: Not affected by scale.

[edit] BoneRollAxis

Type: Object.EAxis

Local axis to rotate the wheel around for normal rolling movement.

[edit] BoneSteerAxis

Type: Object.EAxis

Local axis to rotate the wheel around for steering.

Default value: AXIS_Z

[edit] bPoweredWheel

Type: bool


[edit] bTrackWheel

Type: bool


[edit] ChassisTorque

Type: float


[edit] DriveForce

Type: float

resultant linear driving force at wheel center

[edit] HandbrakeFrictionFactor

Type: float


Default value: 1.0

[edit] HandbrakeSlipFactor

Type: float


Default value: 1.0

[edit] LatFriction

Type: float

maximum linear longitudinal (roll) friction force

[edit] LatSlip

Type: float


[edit] LatSlipFunc

Type: Object.InterpCurve


[edit] LongFriction

Type: float

maximum linear longitudinal (roll) friction force

[edit] LongFrictionFunc

Type: Object.InterpCurve

Function of SlipVel

[edit] LongSlip

Type: float


[edit] PenOffset

Type: float


[edit] PenScale

Type: float


Default value: 1.0

[edit] Restitution

Type: float


[edit] Softness

Type: float


Default value: 0.05

[edit] Steer

Type: float

degrees

[edit] SteerType

Type: EVehicleSteerType

How steering affects this wheel.

[edit] SupportBoneAxis

Type: Object.EAxis


Default value: AXIS_Y

[edit] SupportBoneName

Type: name

Name of strut etc. that will be rotated around local X as wheel goes up and down.

[edit] SuspensionMaxRenderTravel

Type: float


Default value: 50.0

[edit] SuspensionOffset

Type: float


[edit] SuspensionTravel

Type: float


Default value: 50.0

[edit] WheelInertia

Type: float


Default value: 1.0

[edit] WheelRadius

Type: float

Length of line check. Usually 2x wheel radius.

Default value: 35.0

[edit] Internal variables

[edit] bWheelOnGround

Type: bool


[edit] CurrentRotation

Type: float


[edit] KContact

Type: pointer

Modifiers: transient, const


[edit] SlipAngle

Type: float

Angle between wheel facing direction and wheel travelling direction. In degrees.

[edit] SlipVel

Type: float

Difference in linear velocity between ground and wheel at contact.

[edit] SpinVel

Type: float

Radians per sec

[edit] SupportPivotDistance

Type: float


[edit] SuspensionPosition

Type: float

Output position of

[edit] TireLoad

Type: float

Load on tire

[edit] TrackVel

Type: float

Radians per sec

[edit] WheelAxle

Type: Object.Vector

Wheel axle in world ref frame. Unit length.

[edit] WheelDir

Type: Object.Vector

Wheel 'forward' in world ref frame. Unit length.

[edit] WheelPosition

Type: Object.Vector

Wheel center in actor ref frame. Calculated using BoneOffset above.

[edit] Enums

[edit] EVehicleSteerType

VST_Fixed 
VST_Steered 
VST_Inverted