Mostly Harmless
UE3:GameKActorSpawnableEffect (UDK)
Object >> Actor >> DynamicSMActor >> KActor >> GameKActorSpawnableEffect |
- Package:
- GameFramework
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KActor used for spawning "effect" type of physics objects. (e.g. gun magazines) This will nice "fade to nothing when it is dying.
So in PhysX2 when we use smallish collision on objects we will get tunneling and that will cause the object to either fall directly through the ground or bounce a little bit and then fall through the ground.
CCD currently is slow, has some bugs, and is a global setting (as opposed to compartment)
So for physx2 you need to make a larger than correct box/shape and that should stop these RigidBodyies from falling through the world.
One way to do that is with the "Set Collision from Builder Brush" functionality. Make a builder brush around the object and use that for the collision!
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Default values
Property | Value |
---|---|
bBlockActors | False |
bBlocksNavigation | False |
bCollideActors | False |
bNoDelete | False |
LifeSpan | 30.0 |
RemoteRole | ROLE_None |
Subobjects
MyLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: KActor.MyLightEnvironment
Property | Value |
---|---|
bCastShadows | False |
StaticMeshComponent0
Class: Engine.StaticMeshComponent
Inherits from: KActor.StaticMeshComponent0
Property | Value |
---|---|
bAcceptsDynamicDecals | False |
bAcceptsStaticDecals | False |
BlockActors | False |
CastShadow | False |
LightEnvironment | DynamicLightEnvironmentComponent'GameFramework.Default__GameKActorSpawnableEffect:MyLightEnvironment' |
ReplacementPrimitive | None |
Events
FellOutOfWorld
Overrides: KActor.FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
PostBeginPlay
Overrides: KActor.PostBeginPlay
Tick
Overrides: Actor.Tick