I don't need to test my programs. I have an error-correcting modem.
Difference between revisions of "UE3:DefaultPhysicsVolume (UT3)"
m (formatting fixes for U2XMP version) |
m (→Default values: note about runtime values) |
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| {{tl|ETickingGroup||Object|TG_DuringAsyncWork}} | | {{tl|ETickingGroup||Object|TG_DuringAsyncWork}} | ||
|</noinclude>} | |</noinclude>} | ||
+ | '''Note:''' At runtime the DefaultPhysicsVolume actually has <code>bNoDelete=True</code> to prevent accidental destruction and <code>Priority=-1000000</code> so other {{cl|PhysicsVolume}}s are always rated higher. | ||
<noinclude> | <noinclude> | ||
===Subobjects=== | ===Subobjects=== | ||
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''No new values.'' | ''No new values.'' | ||
</noinclude> | </noinclude> | ||
+ | |||
==Events== | ==Events== | ||
====Destroyed==== | ====Destroyed==== |
Latest revision as of 03:19, 12 July 2010
Object >> Actor >> Brush >> Volume >> PhysicsVolume >> DefaultPhysicsVolume |
The default physics volume for areas of the level with not contained in any mapper-placed physics volume. This class should never be spawned or destroyed by UnrealScript code. Exactly one instance of this class is created at level startup to ensure the Actor.PhysicsVolume property always contains a value other than None.
Default values[edit]
Property | Value |
---|---|
bNoDelete | False |
bStatic | False |
TickGroup | TG_DuringAsyncWork |
Note: At runtime the DefaultPhysicsVolume actually has bNoDelete=True
to prevent accidental destruction and Priority=-1000000
so other PhysicsVolumes are always rated higher.
Subobjects[edit]
BrushComponent0[edit]
Class: Engine.BrushComponent
Inherits from: PhysicsVolume.BrushComponent0
No new values.
Events[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
Crashes the game on purpose. The DefaultPhysicsVolume must not be destroyed during the game.