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UE3:NxForceFieldGeneric (UDK)
Object >> Actor >> NxForceField >> NxForceFieldGeneric |
Contents
- 1 Properties
- 1.1 Property group 'NxForceFieldGeneric'
- 1.1.1 Constant
- 1.1.2 Coordinates
- 1.1.3 FalloffLinear
- 1.1.4 FalloffQuadratic
- 1.1.5 Noise
- 1.1.6 PositionMultiplierX
- 1.1.7 PositionMultiplierY
- 1.1.8 PositionMultiplierZ
- 1.1.9 PositionTarget
- 1.1.10 RoughExtentX
- 1.1.11 RoughExtentY
- 1.1.12 RoughExtentZ
- 1.1.13 Shape
- 1.1.14 TorusRadius
- 1.1.15 VelocityMultiplierX
- 1.1.16 VelocityMultiplierY
- 1.1.17 VelocityMultiplierZ
- 1.1.18 VelocityTarget
- 1.2 Internal variables
- 1.3 Default values
- 1.4 Subobjects
- 1.1 Property group 'NxForceFieldGeneric'
- 2 Enums
- 3 Native functions
- Package:
- Engine
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Properties[edit]
Property group 'NxForceFieldGeneric'[edit]
Constant[edit]
Type: Object.Vector
Constant force vector that is applied inside force volume
Coordinates[edit]
Type: FFG_ForceFieldCoordinates
Type of Coordinates to define the force field
FalloffLinear[edit]
Type: Object.Vector
Linear falloff for vector in chosen coordinate system
FalloffQuadratic[edit]
Type: Object.Vector
Quadratic falloff for vector in chosen coordinate system
Noise[edit]
Type: Object.Vector
Vector that scales random noise added to the force
PositionMultiplierX[edit]
Type: Object.Vector
Rows of matrix that defines force depending on position
PositionMultiplierY[edit]
Type: Object.Vector
PositionMultiplierZ[edit]
Type: Object.Vector
PositionTarget[edit]
Type: Object.Vector
Vector that defines force depending on position
RoughExtentX[edit]
Type: float
Default value: 200.0
RoughExtentY[edit]
Type: float
Default value: 200.0
RoughExtentZ[edit]
Type: float
Default value: 200.0
Shape[edit]
Type: ForceFieldShape
Modifiers: editinline
TorusRadius[edit]
Type: float
Radius of torus in case toroidal coordinate system is used
Default value: 1.0
VelocityMultiplierX[edit]
Type: Object.Vector
Rows of matrix that defines force depending on velocity
VelocityMultiplierY[edit]
Type: Object.Vector
VelocityMultiplierZ[edit]
Type: Object.Vector
VelocityTarget[edit]
Type: Object.Vector
Vector that defines force depending on velocity
Internal variables[edit]
DrawComponent[edit]
Type: ActorComponent
Modifiers: native
LinearKernel[edit]
Type: pointer{class UserForceFieldLinearKernel}
Modifiers: const, native, transient
linear force field kernel
Default values[edit]
Property | Value |
---|---|
Components[0] | SpriteComponent'Sprite' |
Subobjects[edit]
Sprite[edit]
Class: Engine.SpriteComponent
Property | Value |
---|---|
AlwaysLoadOnClient | False |
AlwaysLoadOnServer | False |
HiddenGame | True |
ReplacementPrimitive | None |
Sprite | Texture2D'EditorResources.S_RadForce' |
Enums[edit]
FFG_ForceFieldCoordinates[edit]
Type of Coordinates that can be used to define the force field
- FFG_CARTESIAN
- FFG_SPHERICAL
- FFG_CYLINDRICAL
- FFG_TOROIDAL
Native functions[edit]
DoInitRBPhys[edit]
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