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    • ...[[Legacy:Actor_(UT)|Actor_(UT)]]'s [[Legacy:Collision Cylinder|collision cylinder]]. Note that the cylinder is always upright, no matter what the [[Legacy:Actor_(UT)|Actor_(UT)]]'s or ...
      2 KB (218 words) - 16:03, 12 September 2016
    • ...do about it if it is. [[Legacy:OCD|OCD]] gives technical lowdown of object collision detection. Collision properties are under [[Legacy:Actor/Collision|Actor/Collision]]: all [[Legacy:Actor|Actor]]s inherit them, even those that don't need it. ...
      3 KB (386 words) - 16:04, 17 December 2005
    • ...Remember that if placed upright its [[Legacy:Collision Cylinder|collision cylinder]] won't match the visible shape. ...
      600 bytes (85 words) - 13:03, 23 January 2015
    • ...Cylinder|collision height]] of ducked players in this zone. Note that the collision height is defined to extend from the ''middle'' of the player up and down; * [[Legacy:Collision Cylinder|Collision Cylinder]] ...
      3 KB (414 words) - 05:30, 19 November 2007
    • An '''Invisible Collision Hull''' (ICH) is a type of [[Legacy:Semisolid|semisolid]] brush that is inv # a pop-up window appears: select "invisible collision hull" from the ''Presets'' drop-down list ...
      2 KB (326 words) - 07:03, 26 November 2006
    • ...is given by the Radius property; its [[Legacy:Collision Cylinder|collision cylinder]] plays no part. ...
      1 KB (233 words) - 17:06, 10 July 2003
    • ...]] :: [[Legacy:Object|Object]] >> [[Legacy:Actor|Actor]] (Property Group: Collision)}} ...the [[Legacy:UT|UT]] version, see [[Legacy:Actor (UT)/Collision|Actor (UT)/Collision]]. ...
      7 KB (1,085 words) - 15:38, 15 August 2010
    • ...length in the [[Unreal Engine]]. Distances, brush dimensions and collision cylinder sizes are always measured in UU, velocities in UU per [[game second]] and s ...get a rough idea about a specific game's scale by comparing the collision cylinder size of the player class to an average human's size. You will often notice ...
      3 KB (384 words) - 09:16, 9 March 2016
    • The trick to this is to make your elevator from a cylinder and not the traditional 'box' shape. # Create a cylinder shape and hollow it out. ...
      4 KB (705 words) - 11:00, 9 February 2008
    • ...rmines the size and behaviour of the [[Legacy:Collision Cylinder|Collision Cylinder]] ...
      3 KB (465 words) - 01:50, 7 April 2006
    • ...It replaces [[Legacy:UT|UT]]'s [[Legacy:Invisible Collision Hull|Invisible Collision Hull]], which was prone to semisolid errors. ...sses from the array, and ONLY these classes. If this property is true, the Collision settings have no effect. ...
      3 KB (492 words) - 13:40, 30 November 2005
    • Defines "reachable" area by growing collision cylinder from initial NavigationPoints directly below the volumepathnode cylinder will also ...
      2 KB (301 words) - 10:11, 17 May 2008
    • Defines "reachable" area by growing collision cylinder from initial NavigationPoints directly below the volumepathnode cylinder will also ...
      3 KB (318 words) - 12:47, 6 November 2009
    • ...t4 Navigation point is not on valid base, or to close to steep slope". The cylinder is at least 1000 UU in radius, solid and not hollow. I would very much appr '''ZxAnPhOrIaN:''' There might be a bsp problem, how many sides is your cylinder? ...
      4 KB (673 words) - 13:18, 1 January 2006
    • ...linder, and then reactivate when no player is in the teleporters collision cylinder. ...ld be a person, like what you said with Facing Worlds, is in the collision cylinder for a sertain amount of time, it will activate. So it would be like this: 0 ...
      5 KB (728 words) - 16:07, 18 November 2007
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