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UE3:RB_Spring (UDK)

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UDK Object >> Component >> ActorComponent >> RB_Spring
Package: 
Engine
This class in other games:
UT3

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'RB_Spring'[edit]

bEnableForceMassRatio[edit]

Type: bool

Allows you to limit the maximum force applied by spring based on MinBodyMass.

DampMaxForce[edit]

Type: float

Maximum velocity damping force applied between sprung bodies.

DampSaturateVel[edit]

Type: float

Linear velocity (along spring direction) at which damping force is maximum.

MaxForceMassRatio[edit]

Type: float

If bEnableForceMassRatio is true, this is maximum allowed ratio between MinBodyMass and the applied spring force.

SpringMaxForce[edit]

Type: float

Max linear force applied by spring. Multiplied by SpringMaxForceTimeScale before being passed to simulation.

SpringMaxForceTimeScale[edit]

Type: Object.InterpCurveFloat

Allows scaling of spring force over time. Time is zeroed when SetComponents is called, and this curve is a scaling of SpringMaxForce over time from then (in seconds).

Default value:

Member Value
Points
Member Value
OutVal 1.0

SpringSaturateDist[edit]

Type: float

Spring extension at which maximum spring force is applied. Force linear ramps up to this point and is constant beyond it.

Internal variables[edit]

bInHardware[edit]

Type: bool

Modifiers: native, const

Whether we are in the hardware or software scene.

BoneName1[edit]

Type: name

Modifiers: const

Optional name of bone inside Component1 that spring is attached to (for PhysicsAsset case).

BoneName2[edit]

Type: name

Modifiers: const

Optional name of bone inside Component2 that spring is attached to (for PhysicsAsset case).

Component1[edit]

Type: PrimitiveComponent

Modifiers: const

PrimitiveComponent attached to one end of this spring.

Component2[edit]

Type: PrimitiveComponent

Modifiers: const

PrimitiveComponent attached to other end of this spring.

MinBodyMass[edit]

Type: float

Modifiers: const

Minimum mass of bodies connected by spring.

SceneIndex[edit]

Type: int

Modifiers: native, const

Physics scene index.

SpringData[edit]

Type: pointer

Modifiers: native, const

Internal phyiscs engine use.

TimeSinceActivation[edit]

Type: float

Modifiers: native, const

Zeroed when SetComponents is called, this indicates the time the spring has been acting.

Default values[edit]

Property Value
TickGroup TG_PreAsyncWork

Native functions[edit]

Clear[edit]

native function Clear ()


SetComponents[edit]

native function SetComponents (PrimitiveComponent InComponent1, name InBoneName1, Object.Vector Position1, PrimitiveComponent InComponent2, name InBoneName2, Object.Vector Position2)