UE3:NxForceFieldGeneric (UDK)
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Object >> Actor >> NxForceField >> NxForceFieldGeneric |
- Package:
- Engine
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Properties
Property group 'NxForceFieldGeneric'
Constant
Type: Object.Vector
Constant force vector that is applied inside force volume
Coordinates
Type: FFG_ForceFieldCoordinates
Type of Coordinates to define the force field
FalloffLinear
Type: Object.Vector
Linear falloff for vector in chosen coordinate system
FalloffQuadratic
Type: Object.Vector
Quadratic falloff for vector in chosen coordinate system
Noise
Type: Object.Vector
Vector that scales random noise added to the force
PositionMultiplierX
Type: Object.Vector
Rows of matrix that defines force depending on position
PositionMultiplierY
Type: Object.Vector
PositionMultiplierZ
Type: Object.Vector
PositionTarget
Type: Object.Vector
Vector that defines force depending on position
RoughExtentX
Type: float
Default value: 200.0
RoughExtentY
Type: float
Default value: 200.0
RoughExtentZ
Type: float
Default value: 200.0
Shape
Type: ForceFieldShape
Modifiers: editinline
TorusRadius
Type: float
Radius of torus in case toroidal coordinate system is used
Default value: 1.0
VelocityMultiplierX
Type: Object.Vector
Rows of matrix that defines force depending on velocity
VelocityMultiplierY
Type: Object.Vector
VelocityMultiplierZ
Type: Object.Vector
VelocityTarget
Type: Object.Vector
Vector that defines force depending on velocity
Internal variables
DrawComponent
Type: ActorComponent
Modifiers: native
LinearKernel
Type: pointer{class UserForceFieldLinearKernel}
Modifiers: const, native, transient
linear force field kernel
Default values
Property | Value |
---|---|
Components[0] | SpriteComponent'Sprite' |
Subobjects
Sprite
Class: Engine.SpriteComponent
Property | Value |
---|---|
AlwaysLoadOnClient | False |
AlwaysLoadOnServer | False |
HiddenGame | True |
ReplacementPrimitive | None |
Sprite | Texture2D'EditorResources.S_RadForce' |
Enums
FFG_ForceFieldCoordinates
Type of Coordinates that can be used to define the force field
- FFG_CARTESIAN
- FFG_SPHERICAL
- FFG_CYLINDRICAL
- FFG_TOROIDAL
Native functions
DoInitRBPhys
Overrides: NxForceField.DoInitRBPhys
This is used to InitRBPhys for a dynamically spawned ForceField. Used for starting RBPhsys on dyanmically spawned force fields. This will probably need to set some transient pointer to NULL