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Difference between revisions of "UE3:NxForceFieldGeneric (UDK)"

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'''Overrides:''' {{tl|DoInitRBPhys|NxForceField}}
 
'''Overrides:''' {{tl|DoInitRBPhys|NxForceField}}
  
<!-- enter function description -->
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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

Revision as of 06:24, 17 January 2010

UDK Object >> Actor >> NxForceField >> NxForceFieldGeneric
Package: 
Engine


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

native function 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