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UE3:PhysicsVolume (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- Direct subclasses:
- DefaultPhysicsVolume, DynamicPhysicsVolume, ForcedDirVolume, GravityVolume, LadderVolume, UTKillZVolume, UTScriptedBotVolume, WaterVolume
- This class in other games:
- U2, U2XMP, UE2Runtime, UT2003, UT2004, 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. |
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
Overrides: Actor.GetGravityZ
Get gravity currently affecting this actor
[edit] GetZoneVelocityForActor
[edit] Events
[edit] ActorEnteredVolume
[edit] ActorLeavingVolume
[edit] CollisionChanged
Overrides: Volume.CollisionChanged
Called when collision values change for this actor (via SetCollision/SetCollisionSize).
[edit] PawnEnteredVolume
[edit] PawnLeavingVolume
[edit] PhysicsChangedFor
[edit] PostBeginPlay
Overrides: Volume.PostBeginPlay
[edit] Reset
Overrides: Actor.Reset
[edit] Touch
Overrides: Actor.Touch
[edit] Other instance functions
[edit] ApplyCheckpointRecord
[edit] CausePainTo
[edit] CreateCheckpointRecord
[edit] ModifyPlayer
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
notification when a Pawn inside this volume becomes the ViewTarget for a PlayerController
[edit] OnSetDamageInstigator
Kismet hook to set DamageInstigator
[edit] OnToggle
Overrides: Volume.OnToggle
