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UE3:PhysicsVolume (UDK)

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UDK Object >> Actor >> Brush >> Volume >> PhysicsVolume

Contents

Package: 
Engine
Direct subclasses:
DefaultPhysicsVolume, DynamicPhysicsVolume, ForcedDirVolume, GravityVolume, LadderVolume, UTKillZVolume, UTScriptedBotVolume, WaterVolume
This class in other games:
U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3

PhysicsVolume: a bounding volume which affects actor physics Each Actor is affected at any time by one PhysicsVolume

[edit] Properties

[edit] Property group 'PhysicsVolume'

[edit] bAIShouldIgnorePain

Type: bool

if this is TRUE AI should not treat paths inside this volume differently even if the volume causes pain

[edit] bBounceVelocity

Type: bool

this velocity zone should bounce actors that land in it

[edit] bCrowdAgentsPlayDeathAnim

Type: bool

If TRUE, crowd agents entering this volume play their death animation.

[edit] bDestructive

Type: bool

Destroys most actors which enter it.

[edit] bEntryPain

Type: bool

if bPainCausing, cause pain when something enters the volume in addition to damage each second

Default value: True

[edit] bMoveProjectiles

Type: bool

this velocity zone should impart velocity to projectiles and effects

[edit] bNeutralZone

Type: bool

Players can't take damage in this zone.

[edit] bNoInventory

Type: bool


[edit] bPainCausing

Type: bool

Zone causes pain.

[edit] bPhysicsOnContact

Type: bool

By default, the origin of an Actor must be inside a PhysicsVolume for it to affect it. If this flag is true though, if this Actor touches the volume at all, it will affect it.

[edit] bVelocityAffectsWalking

Type: bool


Default value: True

[edit] DamagePerSec

Type: float


[edit] DamageType

Type: class<DamageType>


Default value: Class'Engine.DamageType'

[edit] FluidFriction

Type: float


Default value: 0.3

[edit] GroundFriction

Type: float


Default value: 8.0

[edit] MaxDampingForce

Type: float

Applies a cap on the maximum damping force that is applied to objects.

Default value: 1000000.0

[edit] PainInterval

Type: float

If pain causing, time between damage applications.

Default value: 1.0

[edit] Priority

Type: int

determines which PhysicsVolume takes precedence if they overlap

[edit] RigidBodyDamping

Type: float

This controls the force that will be applied to PHYS_RigidBody objects in this volume to get them to match the ZoneVelocity.

[edit] TerminalVelocity

Type: float


Default value: 3500.0

[edit] ZoneVelocity

Type: Object.Vector

Modifiers: interp


[edit] Internal variables

[edit] BACKUP_bPainCausing

Type: bool


[edit] bWaterVolume

Type: bool


[edit] DamageInstigator

Type: Controller

Controller that gets credit for any damage caused by this volume

[edit] NextPhysicsVolume

Type: PhysicsVolume


[edit] PainTimer

Type: Info


[edit] Default values

Property Value
bAlwaysRelevant True
bForceAllowKismetModification True
bOnlyDirtyReplication True
CollisionType COLLIDE_TouchAll
NetUpdateFrequency 0.1

[edit] Subobjects

[edit] BrushComponent0

Class: Engine.BrushComponent

Inherits from: Volume.BrushComponent0

Property Value
BlockZeroExtent True
ReplacementPrimitive None

[edit] Structs

[edit] CheckpointRecord

bool bPainCausing 

[edit] Functions

[edit] Native functions

[edit] GetGravityZ

native function float GetGravityZ ()

Overrides: Actor.GetGravityZ

Get gravity currently affecting this actor

[edit] GetZoneVelocityForActor

native function Object.Vector GetZoneVelocityForActor (Actor TheActor)


[edit] Events

[edit] ActorEnteredVolume

event ActorEnteredVolume (Actor Other)


[edit] ActorLeavingVolume

event ActorLeavingVolume (Actor Other)


[edit] CollisionChanged

simulated event CollisionChanged ()

Overrides: Volume.CollisionChanged

Called when collision values change for this actor (via SetCollision/SetCollisionSize).

[edit] PawnEnteredVolume

event PawnEnteredVolume (Pawn Other)


[edit] PawnLeavingVolume

event PawnLeavingVolume (Pawn Other)


[edit] PhysicsChangedFor

event PhysicsChangedFor (Actor Other)


[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Volume.PostBeginPlay


[edit] Reset

event Reset ()

Overrides: Actor.Reset


[edit] Touch

simulated event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Actor.Touch


[edit] Other instance functions

[edit] ApplyCheckpointRecord

function ApplyCheckpointRecord (const out CheckpointRecord Record)


[edit] CausePainTo

function CausePainTo (Actor Other)


[edit] CreateCheckpointRecord

function CreateCheckpointRecord (out CheckpointRecord Record)


[edit] ModifyPlayer

function ModifyPlayer (Pawn PlayerPawn)

called from GameInfo::SetPlayerDefaults() on the Pawn's PhysicsVolume after the its default movement properties have been restored allows the volume to reapply any movement modifiers on the Pawn

[edit] NotifyPawnBecameViewTarget

function NotifyPawnBecameViewTarget (Pawn P, PlayerController PC)

notification when a Pawn inside this volume becomes the ViewTarget for a PlayerController

[edit] OnSetDamageInstigator

function OnSetDamageInstigator (SeqAct_SetDamageInstigator Action)

Kismet hook to set DamageInstigator

[edit] OnToggle

simulated function OnToggle (SeqAct_Toggle inAction)

Overrides: Volume.OnToggle


[edit] ShouldSaveForCheckpoint

function bool ShouldSaveForCheckpoint ()


[edit] TimerPop

function TimerPop (VolumeTimer T)