My program doesn't have bugs. It just develops random features.
UE2:SVehicleWheel (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> SVehicleWheel |
- Package:
- Engine
- This class in other games:
- U2, UDK, UE2Runtime, UT3
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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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
