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UE3:NxForceFieldTornado (UDK)

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


Properties[edit]

Property group 'NxForceFieldTornado'[edit]

BSpecialRadialForceMode[edit]

Type: bool


EscapeVelocity[edit]

Type: float

Modifiers: interp

Velocity above which the radial force is ignored.

ForceHeight[edit]

Type: float

Modifiers: interp

Height of force cylinder

Default value: 200.0

ForceRadius[edit]

Type: float

Modifiers: interp

Radius of influence of the force at the bottom of the cylinder.

Default value: 200.0

ForceTopRadius[edit]

Type: float

Modifiers: interp

Radius of the force field at the top

Default value: 200.0

HeightOffset[edit]

Type: float

Modifiers: interp

Offset from the actor base to the center of the force field

LiftFalloffHeight[edit]

Type: float

Modifiers: interp

Lift falloff height, 0-1, lift starts to fall off in a linear way above this height

LiftStrength[edit]

Type: float

Modifiers: interp

Strength of the force applied along the cylinder axis

RadialStrength[edit]

Type: float

Modifiers: interp

Strength of the force applied by this actor.

RotationalStrength[edit]

Type: float

Modifiers: interp

Rotational strength of the force applied around the cylinder axis.

SelfRotationStrength[edit]

Type: float

Modifiers: interp


Shape[edit]

Type: ForceFieldShape

Modifiers: editinline


Internal variables[edit]

DrawComponent[edit]

Type: ActorComponent

Modifiers: native


Kernel[edit]

Type: pointer{class NxForceFieldKernelTornadoAngular}

Modifiers: const, native, transient

custom 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'

Native functions[edit]

DoInitRBPhys[edit]

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