Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE2:SVehicleWheel (U2)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2 Object >> SVehicleWheel
Package: 
Engine
This class in other games:
UE2Runtime, UT2004, UDK, UT3

null

Properties[edit]

Property group 'SVehicleWheel'[edit]

Adhesion[edit]

Type: float


bHandbrakeWheel[edit]

Type: bool


BoneAxis[edit]

Type: Object.EAxis


Default value: AXIS_Y

BoneName[edit]

Type: name


BoneOffset[edit]

Type: Object.Vector

Offset from wheel bone to line check point (middle of tyre). NB: Not affected by scale.

bPoweredWheel[edit]

Type: bool


ChassisTorque[edit]

Type: float

Torque applied back to the chassis (equal-and-opposite) from this wheel.

ConglomerateID[edit]

Type: Actor


DriveForce[edit]

Type: float

resultant linear driving force at wheel center

HandbrakeFrictionFactor[edit]

Type: float


Default value: 1.0

HandbrakeSlipFactor[edit]

Type: float


Default value: 1.0

LatFriction[edit]

Type: float

maximum linear longitudinal (roll) friction force

LatSlip[edit]

Type: float


LatSlipFunc[edit]

Type: Object.InterpCurve


LongFriction[edit]

Type: float

maximum linear longitudinal (roll) friction force

LongFrictionFunc[edit]

Type: Object.InterpCurve

Function of SlipVel

LongSlip[edit]

Type: float


PenScale[edit]

Type: float


Default value: 1.0

Restitution[edit]

Type: float


Softness[edit]

Type: float


Default value: 0.05

Steer[edit]

Type: float

degrees

SteerType[edit]

Type: EVehicleSteerType

How steering affects this wheel.

SupportBoneAxis[edit]

Type: Object.EAxis


SupportBoneName[edit]

Type: name

Name of strut etc. that will be rotated around local X as wheel goes up and down.

SuspensionOffset[edit]

Type: float


SuspensionTravel[edit]

Type: float


Default value: 50.0

WheelInertia[edit]

Type: float


Default value: 1.0

WheelRadius[edit]

Type: float

Length of line check. Usually 2x wheel radius.

Default value: 35.0

Internal variables[edit]

bWheelOnGround[edit]

Type: bool


CurrentRotation[edit]

Type: float


KContact[edit]

Type: int

Modifiers: transient, const


SlipAngle[edit]

Type: float

Angle between wheel facing direction and wheel travelling direction. In degrees.

SlipVel[edit]

Type: float

Difference in linear velocity between ground and wheel at contact.

SpinVel[edit]

Type: float

Radians per sec

SupportPivotDistance[edit]

Type: float


SuspensionPosition[edit]

Type: float

Output position of

TireLoad[edit]

Type: float

Load on tire

WheelAxle[edit]

Type: Object.Vector

Wheel axle in world ref frame. Unit length.

WheelDir[edit]

Type: Object.Vector

Wheel 'forward' in world ref frame. Unit length.

WheelPosition[edit]

Type: Object.Vector

Wheel center in actor ref frame. Calculated using BoneOffset above.

Enums[edit]

EVehicleSteerType[edit]

VST_Fixed 
VST_Steered 
VST_Inverted 

Instance functions[edit]

TakeDamage[edit]

function TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)