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UE3:PhysicsVolume (UDK)

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UDK Object >> Actor >> Brush >> Volume >> PhysicsVolume
Package: 
Engine
Direct subclasses:
DefaultPhysicsVolume, DynamicPhysicsVolume, ForcedDirVolume, GravityVolume, LadderVolume, UTKillZVolume, UTScriptedBotVolume, WaterVolume
This class in other games:
UE2Runtime, U2, UT2003, U2XMP, UT2004, UT3

PhysicsVolume: a bounding volume which affects actor physics Each Actor is affected at any time by one PhysicsVolume

Properties[edit]

Property group 'PhysicsVolume'[edit]

bAIShouldIgnorePain[edit]

Type: bool

if this is TRUE AI should not treat paths inside this volume differently even if the volume causes pain

bBounceVelocity[edit]

Type: bool

this velocity zone should bounce actors that land in it

bCrowdAgentsPlayDeathAnim[edit]

Type: bool

If TRUE, crowd agents entering this volume play their death animation.

bDestructive[edit]

Type: bool

Destroys most actors which enter it.

bEntryPain[edit]

Type: bool

if bPainCausing, cause pain when something enters the volume in addition to damage each second

Default value: True

bMoveProjectiles[edit]

Type: bool

this velocity zone should impart velocity to projectiles and effects

bNeutralZone[edit]

Type: bool

Players can't take damage in this zone.

bNoInventory[edit]

Type: bool


bPainCausing[edit]

Type: bool

Zone causes pain.

bPhysicsOnContact[edit]

Type: bool

By default, the origin of an Actor must be inside a PhysicsVolume for it to affect it. If this flag is true though, if this Actor touches the volume at all, it will affect it.

bVelocityAffectsWalking[edit]

Type: bool


Default value: True

DamagePerSec[edit]

Type: float


DamageType[edit]

Type: class<DamageType>


Default value: Class'Engine.DamageType'

FluidFriction[edit]

Type: float


Default value: 0.3

GroundFriction[edit]

Type: float


Default value: 8.0

MaxDampingForce[edit]

Type: float

Applies a cap on the maximum damping force that is applied to objects.

Default value: 1000000.0

PainInterval[edit]

Type: float

If pain causing, time between damage applications.

Default value: 1.0

Priority[edit]

Type: int

determines which PhysicsVolume takes precedence if they overlap

RigidBodyDamping[edit]

Type: float

This controls the force that will be applied to PHYS_RigidBody objects in this volume to get them to match the ZoneVelocity.

TerminalVelocity[edit]

Type: float


Default value: 3500.0

ZoneVelocity[edit]

Type: Object.Vector

Modifiers: interp


Internal variables[edit]

BACKUP_bPainCausing[edit]

Type: bool


bWaterVolume[edit]

Type: bool


DamageInstigator[edit]

Type: Controller

Controller that gets credit for any damage caused by this volume

NextPhysicsVolume[edit]

Type: PhysicsVolume


PainTimer[edit]

Type: Info


Default values[edit]

Property Value
bAlwaysRelevant True
bForceAllowKismetModification True
bOnlyDirtyReplication True
CollisionType COLLIDE_TouchAll
NetUpdateFrequency 0.1

Subobjects[edit]

BrushComponent0[edit]

Class: Engine.BrushComponent

Inherits from: Volume.BrushComponent0

Property Value
BlockZeroExtent True
ReplacementPrimitive None

Structs[edit]

CheckpointRecord[edit]

bool bPainCausing 

Functions[edit]

Native functions[edit]

GetGravityZ[edit]

native function float GetGravityZ ()

Overrides: Actor.GetGravityZ

Get gravity currently affecting this actor

GetZoneVelocityForActor[edit]

native function Object.Vector GetZoneVelocityForActor (Actor TheActor)


Events[edit]

ActorEnteredVolume[edit]

event ActorEnteredVolume (Actor Other)


ActorLeavingVolume[edit]

event ActorLeavingVolume (Actor Other)


CollisionChanged[edit]

simulated event CollisionChanged ()

Overrides: Volume.CollisionChanged

Called when collision values change for this actor (via SetCollision/SetCollisionSize).

PawnEnteredVolume[edit]

event PawnEnteredVolume (Pawn Other)


PawnLeavingVolume[edit]

event PawnLeavingVolume (Pawn Other)


PhysicsChangedFor[edit]

event PhysicsChangedFor (Actor Other)


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Volume.PostBeginPlay


Reset[edit]

event Reset ()

Overrides: Actor.Reset


Touch[edit]

simulated event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Actor.Touch


Other instance functions[edit]

ApplyCheckpointRecord[edit]

function ApplyCheckpointRecord (const out CheckpointRecord Record)


CausePainTo[edit]

function CausePainTo (Actor Other)


CreateCheckpointRecord[edit]

function CreateCheckpointRecord (out CheckpointRecord Record)


ModifyPlayer[edit]

function ModifyPlayer (Pawn PlayerPawn)

called from GameInfo::SetPlayerDefaults() on the Pawn's PhysicsVolume after the its default movement properties have been restored allows the volume to reapply any movement modifiers on the Pawn

NotifyPawnBecameViewTarget[edit]

function NotifyPawnBecameViewTarget (Pawn P, PlayerController PC)

notification when a Pawn inside this volume becomes the ViewTarget for a PlayerController

OnSetDamageInstigator[edit]

function OnSetDamageInstigator (SeqAct_SetDamageInstigator Action)

Kismet hook to set DamageInstigator

OnToggle[edit]

simulated function OnToggle (SeqAct_Toggle inAction)

Overrides: Volume.OnToggle


ShouldSaveForCheckpoint[edit]

function bool ShouldSaveForCheckpoint ()


TimerPop[edit]

function TimerPop (VolumeTimer T)