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UE3:InteractiveFoliageActor (UDK)
Object >> Actor >> StaticMeshActorBase >> StaticMeshActor >> InteractiveFoliageActor |
- Package:
- Engine
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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]
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]
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]
Overrides: Actor.Touch