My program doesn't have bugs. It just develops random features.
UE2:SVehicleWheel (U2)
Object >> SVehicleWheel |
Contents
- 1 Properties
- 1.1 Property group 'SVehicleWheel'
- 1.1.1 Adhesion
- 1.1.2 bHandbrakeWheel
- 1.1.3 BoneAxis
- 1.1.4 BoneName
- 1.1.5 BoneOffset
- 1.1.6 bPoweredWheel
- 1.1.7 ChassisTorque
- 1.1.8 ConglomerateID
- 1.1.9 DriveForce
- 1.1.10 HandbrakeFrictionFactor
- 1.1.11 HandbrakeSlipFactor
- 1.1.12 LatFriction
- 1.1.13 LatSlip
- 1.1.14 LatSlipFunc
- 1.1.15 LongFriction
- 1.1.16 LongFrictionFunc
- 1.1.17 LongSlip
- 1.1.18 PenScale
- 1.1.19 Restitution
- 1.1.20 Softness
- 1.1.21 Steer
- 1.1.22 SteerType
- 1.1.23 SupportBoneAxis
- 1.1.24 SupportBoneName
- 1.1.25 SuspensionOffset
- 1.1.26 SuspensionTravel
- 1.1.27 WheelInertia
- 1.1.28 WheelRadius
- 1.2 Internal variables
- 1.1 Property group 'SVehicleWheel'
- 2 Enums
- 3 Instance functions
- Package:
- Engine
- This class in other games:
- UE2Runtime, UT2004, UDK, UT3
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Properties
Property group 'SVehicleWheel'
Adhesion
Type: float
bHandbrakeWheel
Type: bool
BoneAxis
Type: Object.EAxis
Default value: AXIS_Y
BoneName
Type: name
BoneOffset
Type: Object.Vector
Offset from wheel bone to line check point (middle of tyre). NB: Not affected by scale.
bPoweredWheel
Type: bool
ChassisTorque
Type: float
Torque applied back to the chassis (equal-and-opposite) from this wheel.
ConglomerateID
Type: Actor
DriveForce
Type: float
resultant linear driving force at wheel center
HandbrakeFrictionFactor
Type: float
Default value: 1.0
HandbrakeSlipFactor
Type: float
Default value: 1.0
LatFriction
Type: float
maximum linear longitudinal (roll) friction force
LatSlip
Type: float
LatSlipFunc
Type: Object.InterpCurve
LongFriction
Type: float
maximum linear longitudinal (roll) friction force
LongFrictionFunc
Type: Object.InterpCurve
Function of SlipVel
LongSlip
Type: float
PenScale
Type: float
Default value: 1.0
Restitution
Type: float
Softness
Type: float
Default value: 0.05
Steer
Type: float
degrees
SteerType
Type: EVehicleSteerType
How steering affects this wheel.
SupportBoneAxis
Type: Object.EAxis
SupportBoneName
Type: name
Name of strut etc. that will be rotated around local X as wheel goes up and down.
SuspensionOffset
Type: float
SuspensionTravel
Type: float
Default value: 50.0
WheelInertia
Type: float
Default value: 1.0
WheelRadius
Type: float
Length of line check. Usually 2x wheel radius.
Default value: 35.0
Internal variables
bWheelOnGround
Type: bool
CurrentRotation
Type: float
KContact
Type: int
Modifiers: transient, const
SlipAngle
Type: float
Angle between wheel facing direction and wheel travelling direction. In degrees.
SlipVel
Type: float
Difference in linear velocity between ground and wheel at contact.
SpinVel
Type: float
Radians per sec
SupportPivotDistance
Type: float
SuspensionPosition
Type: float
Output position of
TireLoad
Type: float
Load on tire
WheelAxle
Type: Object.Vector
Wheel axle in world ref frame. Unit length.
WheelDir
Type: Object.Vector
Wheel 'forward' in world ref frame. Unit length.
WheelPosition
Type: Object.Vector
Wheel center in actor ref frame. Calculated using BoneOffset above.
Enums
EVehicleSteerType
- VST_Fixed
- VST_Steered
- VST_Inverted