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UE3:ActorFactoryRigidBody (UDK)
Object >> ActorFactory >> ActorFactoryDynamicSM >> ActorFactoryRigidBody |
- Package:
- Engine
- Direct subclass:
- UTActorFactoryUTKActor
- This class in other games:
- UT3
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Properties[edit]
Property group 'ActorFactoryRigidBody'[edit]
AdditionalVelocity[edit]
Type: DistributionVector
If valid, Velocity added to InitialVelocity when creating actor. This is here in addition to InitialVelocity to maintain backwards compatibility.
bDamageAppliesImpulse[edit]
Type: bool
Sets the bDamageAppliesImpulse flag on the new Actor.
Default value: True
bEnableStayUprightSpring[edit]
Type: bool
Enable 'Stay upright' torque, that tries to keep Z axis of KActor pointing along world Z
bLocalSpaceInitialVelocity[edit]
Type: bool
Indicates if the initial velocity settings below should be considered in the world space or local space of the spawn target actor.
bStartAwake[edit]
Type: bool
Should spawned Actor start simulating as soon as its created, or be 'asleep' until hit.
Default value: True
InitialAngularVelocity[edit]
Type: DistributionVector
If valid, Angular Velocity given to newly spawned Actor.
InitialVelocity[edit]
Type: Object.Vector
Velocity that new rigid bodies will have when created. In the ref frame of the spawn target actor.
RBChannel[edit]
Type: PrimitiveComponent.ERBCollisionChannel
Allows setting the RBChannel flag on the spawned rigid body's StaticMeshComponent.
Default value: RBCC_GameplayPhysics
StayUprightMaxTorque[edit]
Type: float
Max torque that can be applied to try and keep KActor horizontal
Default value: 1500.0
StayUprightTorqueFactor[edit]
Type: float
Torque applied to try and keep KActor horizontal.
Default value: 1000.0
Default values[edit]
Property | Value |
---|---|
AlternateMenuPriority | 15 |
bBlockRigidBody | True |
bNoEncroachCheck | True |
CollisionType | COLLIDE_BlockAll |
GameplayActorClass | Class'Engine.KActorSpawnable' |
MenuName | "Add RigidBody" |
MenuPriority | 15 |
NewActorClass | Class'Engine.KActor' |