I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX
UE2:PhysicsVolume (U2XMP)
Contents
- 1 Properties
- 1.1 Property group 'PhysicsVolume'
- 1.1.1 bBounceVelocity
- 1.1.2 bDestructive
- 1.1.3 bMoveProjectiles
- 1.1.4 bNeutralZone
- 1.1.5 bNoInventory
- 1.1.6 bPainCausing
- 1.1.7 bWaterVolume
- 1.1.8 DamagePerSec
- 1.1.9 DamageType
- 1.1.10 EntryActor
- 1.1.11 EntrySound
- 1.1.12 ExitActor
- 1.1.13 ExitSound
- 1.1.14 FluidFriction
- 1.1.15 Gravity
- 1.1.16 GroundFriction
- 1.1.17 Priority
- 1.1.18 TerminalVelocity
- 1.1.19 UnderwaterSoundStr
- 1.1.20 ViewFlash
- 1.1.21 ViewFog
- 1.1.22 ZoneVelocity
- 1.2 Property group 'VolumeFog'
- 1.3 Property group 'ZoneLight'
- 1.4 Internal variables
- 1.5 Default values
- 1.1 Property group 'PhysicsVolume'
- 2 Functions
- Package:
- Engine
- Direct subclasses:
- DefaultPhysicsVolume, LadderVolume, WaterVolume
- This class in other games:
- UE2Runtime, U2, UT2003, UT2004, UT3, UDK
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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]
e.g. a splash (only if water zone)
EntrySound[edit]
Type: Sound
only if waterzone
ExitActor[edit]
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]
ActorLeavingVolume[edit]
PawnEnteredVolume[edit]
PawnLeavingVolume[edit]
PhysicsChangedFor[edit]
PostBeginPlay[edit]
Overrides: Volume.PostBeginPlay
Replication[edit]
Overrides: Actor.Replication
touch[edit]
Overrides: Actor.Touch
untouch[edit]
Overrides: Actor.UnTouch
Other instance functions[edit]
CausePainTo[edit]
PlayEntrySplash[edit]
PlayExitSplash[edit]
TimerPop[edit]
Trigger[edit]
Overrides: Actor.Trigger