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UE3:NxForceFieldRadial (UDK)

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


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

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