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UE3:InteractiveFoliageActor (UDK)

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


Properties

Property group 'FoliagePhysics'

FoliageDamageImpulseScale

Type: float

Scales forces applied from damage events.

Default value: 20.0

FoliageDamping

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

Type: float

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

Default value: 10.0

FoliageStiffnessQuadratic

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

Type: float

Scales forces applied from touch events.

Default value: 10.0

MaxDamageImpulse

Type: float

Clamps the magnitude of each damage force applied.

Default value: 100000.0

MaxForce

Type: float

Clamps the magnitude of combined forces applied each update.

Default value: 100000.0

MaxTouchImpulse

Type: float

Clamps the magnitude of each touch force applied.

Default value: 1000.0

Internal variables

CylinderComponent

Type: CylinderComponent

Modifiers: private

Collision cylinder

Default value: CylinderComponent'CollisionCylinder'

FoliageForce

Type: Object.Vector

Modifiers: private, transient


FoliagePosition

Type: Object.Vector

Modifiers: private, transient


FoliageVelocity

Type: Object.Vector

Modifiers: private, transient

Simulated physics state

Mass

Type: float


Default value: 1.0

TouchingActorEntryPosition

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

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

CollisionCylinder

Class: Engine.CylinderComponent

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

FoliageMeshComponent0

Class: Engine.InteractiveFoliageComponent

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

Native functions

TakeDamage

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

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

Overrides: Actor.Touch