Always snap to grid
UE2:KarmaParams (UT2004)
Object >> KarmaParamsCollision >> KarmaParams |
Contents
- 1 Properties
- 1.1 Property group 'KarmaParams'
- 1.1.1 bDestroyOnWorldPenetrate
- 1.1.2 bDoSafetime
- 1.1.3 bHighDetailOnly
- 1.1.4 bKAllowRotate
- 1.1.5 bKDoubleTickRate
- 1.1.6 bKNonSphericalInertia
- 1.1.7 bKStayUpright
- 1.1.8 KActorGravScale
- 1.1.9 KAngularDamping
- 1.1.10 KBuoyancy
- 1.1.11 KLinearDamping
- 1.1.12 KMass
- 1.1.13 KMaxAngularSpeed
- 1.1.14 KMaxSpeed
- 1.1.15 KStartAngVel
- 1.1.16 KStartEnabled
- 1.1.17 KStartLinVel
- 1.1.18 KVelDropBelowThreshold
- 1.1.19 Repulsors
- 1.1.20 StayUprightDamping
- 1.1.21 StayUprightStiffness
- 1.2 Internal variables
- 1.1 Property group 'KarmaParams'
- Package:
- Engine
- Direct subclasses:
- KarmaParamsRBFull, KarmaParamsSkel
- This class in other games:
- U2XMP, UT2003, U2, UE2Runtime
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The Karma physics parameters class. This provides 'extra' parameters needed by Karma physics to the Actor class. Need one of these (or a subclass) to set Physics to PHYS_Karma. (see Actor.uc) NB: All parameters are in KARMA scale!
Properties[edit]
Property group 'KarmaParams'[edit]
bDestroyOnWorldPenetrate[edit]
Type: bool
If the center of this object passes through the world, destroy it.
bDoSafetime[edit]
Type: bool
If true, do extra checks to avoid object passing through world.
bHighDetailOnly[edit]
Type: bool
Only turn on karma physics for this actor if the level PhysicsDetailLevel is PDL_High
Default value: True
bKAllowRotate[edit]
Type: bool
Allow this object to rotate about a vertical axis. Ignored unless KStayUpright == true.
bKDoubleTickRate[edit]
Type: bool
Modifiers: const
Allows higher karma sim rate (double normal) for some objects.
bKNonSphericalInertia[edit]
Type: bool
Simulate body without using sphericalised inertia tensor
bKStayUpright[edit]
Type: bool
Stop this object from being able to rotate (using Angular3 constraint)
KActorGravScale[edit]
Type: float
Scale how gravity affects this actor.
Default value: 1.0
KAngularDamping[edit]
Type: float
Angular velocity damping (drag)
Default value: 0.2
KBuoyancy[edit]
Type: float
Applies in water volumes. 0 = no buoyancy. 1 = neutrally buoyant
KLinearDamping[edit]
Type: float
Linear velocity damping (drag)
Default value: 0.2
KMass[edit]
Type: float
Mass used for Karma physics
Default value: 1.0
KMaxAngularSpeed[edit]
Type: float
Default value: 10.0
KMaxSpeed[edit]
Type: float
Maximum allowed speed (unreal units)
Default value: 2500.0
KStartAngVel[edit]
Type: Object.Vector
Initial angular velocity for actor
KStartEnabled[edit]
Type: bool
Start simulating body as soon as PHYS_Karma starts
KStartLinVel[edit]
Type: Object.Vector
Initial linear velocity for actor
KVelDropBelowThreshold[edit]
Type: float
Threshold that when actor drops below, KVelDropBelow event is triggered.
Default value: 1000000.0
Repulsors[edit]
StayUprightDamping[edit]
Type: float
StayUprightStiffness[edit]
Type: float
Default value: 50.0
Internal variables[edit]
bClientOnly[edit]
Type: bool
Only turn on karma physics for this actor on the client (not server).
Default value: True
bDestroyOnSimError[edit]
Type: bool
If there is a problem with the physics, destroy, or leave around to be fixed (eg. by network).
Default value: True
KAng3[edit]
Type: pointer
Modifiers: transient, const
KLastVel[edit]
Type: float
Modifiers: transient, const
KTriList[edit]
Type: pointer
Modifiers: transient, const