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UE3:ActorFactoryRigidBody (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> ActorFactory >> ActorFactoryDynamicSM >> ActorFactoryRigidBody |
Contents |
- Package:
- Engine
- Direct subclasses:
- GameActorFactoryBreakable, UTActorFactoryUTKActor
- This class in other games:
- UDK
| 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. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] Property group 'ActorFactoryRigidBody'
[edit] AdditionalVelocity
Type: DistributionVector
If valid, Velocity added to InitialVelocity when creating actor. This is here in addition to InitialVelocity to maintain backwards compatibility.
[edit] bDamageAppliesImpulse
Type: bool
Sets the bDamageAppliesImpulse flag on the new Actor.
Default value: True
[edit] bLocalSpaceInitialVelocity
Type: bool
Indicates if the initial velocity settings below should be considered in the world space or local space of the spawn target actor.
[edit] bStartAwake
Type: bool
Should spawned Actor start simulating as soon as its created, or be 'asleep' until hit.
Default value: True
[edit] InitialAngularVelocity
Type: DistributionVector
If valid, Angular Velocity given to newly spawned Actor.
[edit] InitialVelocity
Type: Object.Vector
Velocity that new rigid bodies will have when created. In the ref frame of the spawn target actor.
[edit] RBChannel
Type: PrimitiveComponent.ERBCollisionChannel
Allows setting the RBChannel flag on the spawned rigid body's StaticMeshComponent.
Default value: RBCC_GameplayPhysics
[edit] Default values
| Property | Value |
|---|---|
| bNoEncroachCheck | True |
| CollisionType | COLLIDE_BlockAll |
| GameplayActorClass | Class'Engine.KActorSpawnable' |
| MenuName | "Add RigidBody" |
| NewActorClass | Class'Engine.KActor' |
