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UE2:SVehicleWheel (UT2004)
Object >> SVehicleWheel |
Contents
- 1 Properties
- 1.1 Property group 'SVehicleWheel'
- 1.1.1 Adhesion
- 1.1.2 bHandbrakeWheel
- 1.1.3 bLeftTrack
- 1.1.4 BoneName
- 1.1.5 BoneOffset
- 1.1.6 BoneRollAxis
- 1.1.7 BoneSteerAxis
- 1.1.8 bPoweredWheel
- 1.1.9 bTrackWheel
- 1.1.10 ChassisTorque
- 1.1.11 DriveForce
- 1.1.12 HandbrakeFrictionFactor
- 1.1.13 HandbrakeSlipFactor
- 1.1.14 LatFriction
- 1.1.15 LatSlip
- 1.1.16 LatSlipFunc
- 1.1.17 LongFriction
- 1.1.18 LongFrictionFunc
- 1.1.19 LongSlip
- 1.1.20 PenOffset
- 1.1.21 PenScale
- 1.1.22 Restitution
- 1.1.23 Softness
- 1.1.24 Steer
- 1.1.25 SteerType
- 1.1.26 SupportBoneAxis
- 1.1.27 SupportBoneName
- 1.1.28 SuspensionMaxRenderTravel
- 1.1.29 SuspensionOffset
- 1.1.30 SuspensionTravel
- 1.1.31 WheelInertia
- 1.1.32 WheelRadius
- 1.2 Internal variables
- 1.1 Property group 'SVehicleWheel'
- 2 Enums
- Package:
- Engine
- This class in other games:
- UE2Runtime, U2, UDK, UT3
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Properties[edit]
Property group 'SVehicleWheel'[edit]
Adhesion[edit]
Type: float
bHandbrakeWheel[edit]
Type: bool
bLeftTrack[edit]
Type: bool
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.
BoneRollAxis[edit]
Type: Object.EAxis
Local axis to rotate the wheel around for normal rolling movement.
BoneSteerAxis[edit]
Type: Object.EAxis
Local axis to rotate the wheel around for steering.
Default value: AXIS_Z
bPoweredWheel[edit]
Type: bool
bTrackWheel[edit]
Type: bool
ChassisTorque[edit]
Type: float
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
PenOffset[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
Default value: AXIS_Y
SupportBoneName[edit]
Type: name
Name of strut etc. that will be rotated around local X as wheel goes up and down.
SuspensionMaxRenderTravel[edit]
Type: float
Default value: 50.0
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: pointer
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
TrackVel[edit]
Type: float
Radians per sec
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