My program doesn't have bugs. It just develops random features.
UE3:Vehicle (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- Direct subclass:
- SVehicle
- 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. |
Vehicle: The base class of all vehicles.
[edit] Properties
[edit] Property group 'Vehicle'
[edit] bIgnoreStallZ
Type: bool
TRUE for vehicle to ignore the StallZ value, FALSE to respect it normally
[edit] ExitPositions
Type: array<Object.Vector>
Positions (relative to vehicle) to try putting the player when exiting. Optional - automatic system for determining exitpositions if none is specified.
[edit] MomentumMult
Type: float
damage momentum multiplied by this value before being applied to vehicle
Default value: 1.0
[edit] Rise
Type: float
between -1 and 1
[edit] Steering
Type: float
between -1 and 1
[edit] Throttle
Type: float
between -1 and 1
[edit] Internal variables
[edit] AIMoveCheckTime
Type: float
Modifiers: const
[edit] bAttachDriver
Type: bool
If true, attach the driver to the vehicle when he starts using it.
Default value: True
[edit] bAvoidReversing
Type: bool
if set, AI avoids going in reverse unless it has to
[edit] bDoExtraNetRelevancyTraces
Type: bool
If true, do extra traces to vehicle extremities for net relevancy checks
Default value: True
[edit] bDriverIsVisible
Type: bool
whether to render driver seated in vehicle
[edit] bDriving
Type: bool
Modifiers: repnotify
true if vehicle is being driven.
[edit] bDuckObstacles
Type: bool
checks for and ducks under obstacles
[edit] bFollowLookDir
Type: bool
used by AI to know that controller's rotation determines vehicle rotation
[edit] bHasHandbrake
Type: bool
hint for AI
[edit] bRetryPathfindingWithDriver
Type: bool
if set and pathfinding fails, retry with vehicle driver - ContinueOnFoot() will be called when AI can't go any further in vehicle
Default value: True
[edit] bScriptedRise
Type: bool
hint for AI
[edit] bSeparateTurretFocus
Type: bool
hint for AI (for tank type turreted vehicles)
[edit] bTurnInPlace
Type: bool
AI control
[edit] CrushedDamageType
Type: class<DamageType>
Default value: Class'Engine.DmgType_Crushed'
[edit] Driver
Type: Pawn
Modifiers: repnotify
Pawn driving this vehicle.
[edit] DriverDamageMult
Type: float
damage to the driver is multiplied by this value
[edit] ExitOffset
Type: Object.Vector
Offset from center for Exit test circle.
[edit] ExitRadius
Type: float
Radius for automatic exit positions.
[edit] ForceCrushPenetration
Type: float
If this vehicle penetrates more than this, even if going less than MinCrushSpeed, crush the pawn.
Default value: 10.0
[edit] MinCrushSpeed
Type: float
If going less than this speed, don't crush the pawn.
Default value: 20.0
[edit] OldSteering
Type: float
steering value used last tick
[edit] OldThrottle
Type: float
Used by AI during three point turns, to make sure it doesn't get into a state where the throttle is reversed every tick
[edit] OnlySteeringStartTime
Type: float
when AI started using only steering (so it doesn't get stuck doing that when it isn't working)
[edit] StuckCount
Type: byte
used by AI
[edit] StuckTime
Type: float
last time at which throttle was 0 (used by AI)
[edit] TargetLocationAdjustment
Type: Object.Vector
Adjust position that NPCs should aim at when firing at this vehicle
[edit] ThrottleTime
Type: float
[edit] TurnTime
Type: float
Default value: 2.0
[edit] VehicleMovingTime
Type: float
used by AI C++
[edit] Default values
| Property | Value |
|---|---|
| bCanBeBaseForPawns | True |
| bDontPossess | True |
| bPathfindsAsVehicle | True |
| Components[0] | CylinderComponent'CollisionCylinder' |
| LandMovementState | 'PlayerDriving' |
[edit] Subobjects
[edit] CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: Pawn.CollisionCylinder
| Property | Value |
|---|---|
| ReplacementPrimitive | None |
[edit] Functions
[edit] Native functions
[edit] GetTargetLocation
Overrides: Actor.GetTargetLocation
Returns:
- Figure out who we are targetting.
[edit] Events
[edit] ContinueOnFoot
ContinueOnFoot() - used by AI Called from route finding if route can only be continued on foot. Returns true if driver left vehicle
[edit] Destroyed
Overrides: Pawn.Destroyed
[edit] DriverLeave
Called from the Controller when player wants to get out.
[edit] EncroachedBy
Overrides: Pawn.EncroachedBy
Vehicles dont get telefragged.
[edit] EncroachingOn
Overrides: Pawn.EncroachingOn
called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to
Returns:
- true to abort the move, false to allow it
Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch
[edit] GetEntryLocation
[edit] PostBeginPlay
Overrides: Pawn.PostBeginPlay
[edit] ReplicatedEvent
Overrides: Pawn.ReplicatedEvent
Check on various replicated data and act accordingly.
[edit] TakeDamage
Overrides: Pawn.TakeDamage
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- DamageAmount - the base damage to apply
- EventInstigator - the Controller responsible for the damage
- HitLocation - world location where the hit occurred
- Momentum - force caused by this hit
- DamageType - class describing the damage that was done
- HitInfo - additional info about where the hit occurred
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
