My program doesn't have bugs. It just develops random features.

UE2:PhysicsVolume (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2XMP Object >> Actor >> Brush >> Volume >> PhysicsVolume
Package: 
Engine
Direct subclasses:
DefaultPhysicsVolume, LadderVolume, WaterVolume
This class in other games:
U2, UE2Runtime, UT2003, UT2004, UDK, UT3

PhysicsVolume: a bounding volume which affects actor physics Each Actor is affected at any time by one PhysicsVolume This is a built-in Unreal class and it shouldn't be modified.

Properties[edit]

Property group 'PhysicsVolume'[edit]

bBounceVelocity[edit]

Type: bool

this velocity zone should bounce actors that land in it

bDestructive[edit]

Type: bool

Destroys most actors which enter it.

bMoveProjectiles[edit]

Type: bool

this velocity zone should impart velocity to projectiles and effects

bNeutralZone[edit]

Type: bool

Players can't take damage in this zone.

bNoInventory[edit]

Type: bool


bPainCausing[edit]

Type: bool

Zone causes pain.

bWaterVolume[edit]

Type: bool

NEW (mwp) allow bWaterVolume to be edited on the DefaultPhysicsVolume

DamagePerSec[edit]

Type: float


DamageType[edit]

Type: class<DamageType>


EntryActor[edit]

Type: class<Actor>

e.g. a splash (only if water zone)

EntrySound[edit]

Type: Sound

only if waterzone

ExitActor[edit]

Type: class<Actor>

e.g. a splash (only if water zone)

ExitSound[edit]

Type: Sound

only if waterzone

FluidFriction[edit]

Type: float


Default value: 0.3

Gravity[edit]

Type: Object.Vector


Default value:

Member Value
Z -1250.0

GroundFriction[edit]

Type: float


Default value: 8.0

Priority[edit]

Type: int

determines which PhysicsVolume takes precedence if they overlap

TerminalVelocity[edit]

Type: float


Default value: 4096.0

UnderwaterSoundStr[edit]

Type: string

ambient sound to play when player is underwater

Default value: "U2AmbientA.Underwater_08"

ViewFlash[edit]

Type: Object.Vector


ViewFog[edit]

Type: Object.Vector


ZoneVelocity[edit]

Type: Object.Vector


Property group 'VolumeFog'[edit]

bDistanceFog[edit]

Type: bool

There is distance fog in this physicsvolume.

DistanceFogColor[edit]

Type: Object.Color


DistanceFogEnd[edit]

Type: float


DistanceFogStart[edit]

Type: float


Property group 'ZoneLight'[edit]

DetailDistanceFogEnd[edit]

Type: float

Array size: 5


DetailDistanceFogStart[edit]

Type: float

Array size: 5


Internal variables[edit]

NextPhysicsVolume[edit]

Type: PhysicsVolume


PainTimer[edit]

Type: Info


Default values[edit]

Property Value
bAlwaysRelevant True

Functions[edit]

Events[edit]

ActorEnteredVolume[edit]

event ActorEnteredVolume (Actor Other)


ActorLeavingVolume[edit]

event ActorLeavingVolume (Actor Other)


PawnEnteredVolume[edit]

event PawnEnteredVolume (Pawn Other)


PawnLeavingVolume[edit]

event PawnLeavingVolume (Pawn Other)


PhysicsChangedFor[edit]

event PhysicsChangedFor (Actor Other)


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Volume.PostBeginPlay


Replication[edit]

event Replication ()

Overrides: Actor.Replication


touch[edit]

event touch (Actor Other)

Overrides: Actor.Touch


untouch[edit]

event untouch (Actor Other)

Overrides: Actor.UnTouch


Other instance functions[edit]

CausePainTo[edit]

function CausePainTo (Actor Other)


PlayEntrySplash[edit]

function PlayEntrySplash (Actor Other)


PlayExitSplash[edit]

function PlayExitSplash (Actor Other)


TimerPop[edit]

function TimerPop (VolumeTimer T)


Trigger[edit]

function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Actor.Trigger