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UE3:InteractiveFoliageActor (UDK)

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UDK Object >> Actor >> StaticMeshActorBase >> StaticMeshActor >> InteractiveFoliageActor
Package: 
Engine


Properties[edit]

Property group 'FoliagePhysics'[edit]

FoliageDamageImpulseScale[edit]

Type: float

Scales forces applied from damage events.

Default value: 20.0

FoliageDamping[edit]

Type: float

Determines the amount of energy lost by the spring as it oscillates. This force is similar to air friction.

Default value: 2.0

FoliageStiffness[edit]

Type: float

Determines how strong the force that pushes toward the spring's center will be.

Default value: 10.0

FoliageStiffnessQuadratic[edit]

Type: float

Same as FoliageStiffness, but the strength of this force increases with the square of the distance to the spring's center. This force is used to prevent the spring from extending past a certain point due to touch and damage forces.

Default value: 0.3

FoliageTouchImpulseScale[edit]

Type: float

Scales forces applied from touch events.

Default value: 10.0

MaxDamageImpulse[edit]

Type: float

Clamps the magnitude of each damage force applied.

Default value: 100000.0

MaxForce[edit]

Type: float

Clamps the magnitude of combined forces applied each update.

Default value: 100000.0

MaxTouchImpulse[edit]

Type: float

Clamps the magnitude of each touch force applied.

Default value: 1000.0

Internal variables[edit]

CylinderComponent[edit]

Type: CylinderComponent

Modifiers: private

Collision cylinder

Default value: CylinderComponent'CollisionCylinder'

FoliageForce[edit]

Type: Object.Vector

Modifiers: private, transient


FoliagePosition[edit]

Type: Object.Vector

Modifiers: private, transient


FoliageVelocity[edit]

Type: Object.Vector

Modifiers: private, transient

Simulated physics state

Mass[edit]

Type: float


Default value: 1.0

TouchingActorEntryPosition[edit]

Type: Object.Vector

Modifiers: private, transient

Position of the last actor to enter the collision cylinder. This currently does not handle multiple actors affecting the foliage simultaneously.

Default values[edit]

Property Value
bBlockActors False
bNoDelete True
bProjTarget True
bStatic False
bWorldGeometry False
CollisionComponent CylinderComponent'CollisionCylinder'
Components[0] InteractiveFoliageComponent'FoliageMeshComponent0'
Components[1] CylinderComponent'CollisionCylinder'
StaticMeshComponent InteractiveFoliageComponent'FoliageMeshComponent0'
TickGroup TG_DuringAsyncWork

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Property Value
BlockZeroExtent False
CollideActors True
CollisionHeight 200.0
CollisionRadius 60.0
ReplacementPrimitive None

FoliageMeshComponent0[edit]

Class: Engine.InteractiveFoliageComponent

Property Value
bAcceptsDynamicDecals False
bAcceptsStaticDecals False
bAllowApproximateOcclusion True
bForceDirectLightMap True
bUsePrecomputedShadows True
ReplacementPrimitive None

Native functions[edit]

TakeDamage[edit]

native simulated event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: Actor.TakeDamage

(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor

Parameters:

  • DamageAmount - the base damage to apply
  • EventInstigator - the Controller responsible for the damage
  • HitLocation - world location where the hit occurred
  • Momentum - force caused by this hit
  • DamageType - class describing the damage that was done
  • HitInfo - additional info about where the hit occurred
  • DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)

Touch[edit]

native simulated event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Actor.Touch