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

UE2:SVehicleWheel (U2)

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U2 Object >> SVehicleWheel
Package: 
Engine
This class in other games:
UE2Runtime, UT2004, UDK, UT3

null

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 

Instance functions

TakeDamage

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