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UE2:PhysicsVolume (UT2004)

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UT2004 Object >> Actor >> Brush >> Volume >> PhysicsVolume
Package: 
Engine
Direct subclasses:
WaterVolume, ConvoyPhysicsVolume, DefaultPhysicsVolume, IonCannonKillVolume, KarmaBoostVolume, LadderVolume, LavaVolume, PressureVolume, XFallingVolume
Known custom subclasses:
Wormbo/OnslaughtSpecials, Eliot/LevelConfigManager/Volumes, Crusha/UltimateMappingTools, Wormbo/OnslaughtSpecialsLite
This class in other games:
UE2Runtime, U2, UT2003, U2XMP, UT3, UDK

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

Property group 'Karma'

KBuoyancy

Type: float

How buoyant Karma things are in this volume (if bWaterVolume true). Multiplied by Actors KarmaParams->KBuoyancy.

Default value: 1.0

KExtraAngularDamping

Type: float


KExtraLinearDamping

Type: float

Extra damping applied to Karma actors in this volume.

Property group 'PhysicsVolume'

bBounceVelocity

Type: bool

this velocity zone should bounce actors that land in it

bDamagesVehicles

Type: bool


Default value: True

bDestructive

Type: bool

Destroys most actors which enter it.

bMoveProjectiles

Type: bool

this velocity zone should impart velocity to projectiles and effects

bNeutralZone

Type: bool

Players can't take damage in this zone.

bNoDecals

Type: bool


bNoInventory

Type: bool


bPainCausing

Type: bool

Zone causes pain.

bWaterVolume

Type: bool


DamagePerSec

Type: float


DamageType

Type: class<DamageType>


EntryActor

Type: class<Actor>

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

EntrySound

Type: Sound

only if waterzone

ExitActor

Type: class<Actor>

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

ExitSound

Type: Sound

only if waterzone

FluidFriction

Type: float


Default value: 0.3

Gravity

Type: Object.Vector


Default value:

Member Value
X 0.0
Y 0.0
Z -950.0

GroundFriction

Type: float


Default value: 8.0

PawnEntryActor

Type: class<Actor>

when pawn center enters volume

Priority

Type: int

determines which PhysicsVolume takes precedence if they overlap

TerminalVelocity

Type: float


Default value: 2500.0

ViewFlash

Type: Object.Vector


ViewFog

Type: Object.Vector


VolumeEffect

Type: I3DL2Listener

Modifiers: editinline


ZoneVelocity

Type: Object.Vector


Property group 'VolumeFog'

bDistanceFog

Type: bool

There is distance fog in this physicsvolume.

DistanceFogColor

Type: Object.Color


DistanceFogEnd

Type: float

The distance of where the fog ends.

DistanceFogStart

Type: float

The distance of where the fog starts.

Internal variables

BACKUP_bPainCausing

Type: bool


BACKUP_Gravity

Type: Object.Vector


NextPhysicsVolume

Type: PhysicsVolume


PainTimer

Type: Info


Default values

Property Value
bAlwaysRelevant True
bOnlyDirtyReplication True
NetUpdateFrequency 0.1

Functions

Events

ActorEnteredVolume

event ActorEnteredVolume (Actor Other)


ActorLeavingVolume

event ActorLeavingVolume (Actor Other)


BaseChange

singular event BaseChange ()

Overrides: Actor.BaseChange


PawnEnteredVolume

simulated event PawnEnteredVolume (Pawn Other)


PawnLeavingVolume

event PawnLeavingVolume (Pawn Other)


PhysicsChangedFor

event PhysicsChangedFor (Actor Other)


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Volume.PostBeginPlay


PreBeginPlay

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


touch

simulated event touch (Actor Other)

Overrides: Actor.Touch


Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger


untouch

simulated event untouch (Actor Other)

Overrides: Actor.UnTouch


Other instance functions

CausePainTo

function CausePainTo (Actor Other)


PlayEntrySplash

simulated function PlayEntrySplash (Actor Other)


PlayerPawnDiedInVolume

function PlayerPawnDiedInVolume (Pawn Other)


PlayExitSplash

simulated function PlayExitSplash (Actor Other)


Reset

function Reset ()

Overrides: Actor.Reset


TimerPop

function TimerPop (VolumeTimer T)

Overrides: Actor.TimerPop