Cogito, ergo sum
UE3:NxForceFieldRadial (UDK)
Object >> Actor >> NxForceField >> NxForceFieldRadial |
- Package:
- Engine
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Properties
Property group 'NxForceFieldRadial'
ForceFalloff
Type: PrimitiveComponent.ERadialImpulseFalloff
Way in which the force falls off as objects are further away from the location.
ForceRadius
Type: float
Modifiers: interp
Radius of influence of the force.
Default value: 200.0
ForceStrength
Type: float
Modifiers: interp
Strength of the force applied by this actor. Positive forces are applied outwards.
SelfRotationStrength
Type: float
Modifiers: interp
Shape
Type: ForceFieldShape
Modifiers: editinline
Internal variables
DrawComponent
Type: ActorComponent
Modifiers: native
Kernel
Type: pointer{class NxForceFieldKernelRadial}
Modifiers: const, native, transient
custom 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' |
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