My program doesn't have bugs. It just develops random features.

UE3:PrimitiveComponent (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 12:47, 6 November 2009 by (Talk)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UDK Object >> Component >> ActorComponent >> PrimitiveComponent
Package: 
Engine
Direct subclasses:
ArrowComponent, BrushComponent, CameraConeComponent, CascadePreviewComponent, CoverGroupRenderingComponent, CylinderComponent, DecalComponent, DrawBoxComponent, DrawCapsuleComponent, DrawConeComponent, DrawCylinderComponent, DrawFrustumComponent, DrawQuadComponent, DrawSphereComponent, EditorComponent, FluidInfluenceComponent, FluidSurfaceComponent, FoliageComponent, GameDestinationConnRenderingComponent, LensFlareComponent, LensFlarePreviewComponent, LineBatchComponent, MeshComponent, ModelComponent, NavMeshRenderingComponent, ParticleSystemComponent, PathRenderingComponent, PhysXDestructibleComponent, RB_ConstraintDrawComponent, RB_RadialImpulseComponent, RouteRenderingComponent, SpeedTreeComponent, SplineComponent, SpriteComponent, TerrainComponent
This class in other games:
UT3


Properties[edit]

See PrimitiveComponent properties.

Enums[edit]

ERadialImpulseFalloff[edit]

Enum for controlling the falloff of strength of a radial impulse as a function of distance from Origin.

RIF_Constant 
Impulse is a constant strength, up to the limit of its range.
RIF_Linear 
Impulse should get linearly weaker the further from origin.

ERBCollisionChannel[edit]

Enum indicating different type of objects for rigid-body collision purposes.

RBCC_Default 
RBCC_Nothing 
Special channel that nothing should request collision with.
RBCC_Pawn 
RBCC_Vehicle 
RBCC_Water 
RBCC_GameplayPhysics 
RBCC_EffectPhysics 
RBCC_Untitled1 
RBCC_Untitled2 
RBCC_Untitled3 
RBCC_Untitled4 
RBCC_Cloth 
RBCC_FluidDrain 
RBCC_SoftBody 
RBCC_FracturedMeshPart 
RBCC_BlockingVolume 
RBCC_DeadPawn 

GJKResult[edit]

Return codes for ClosestPointToPrimitive functions

GJK_Intersect 
two primitives overlap (results invalid)
GJK_NoIntersection 
two primitives don't overlap (results valid)
GJK_Fail 
failed to find result in max iteration time (results valid but unoptimal)

Structs[edit]

MaterialViewRelevance[edit]

Mirrored from Scene.h

bool bOpaque 
bool bTranslucent 
bool bDistortion 
bool bOneLayerDistortionRelevance 
bool bLit 
bool bUsesSceneColor 

RBCollisionChannelContainer[edit]

Container for indicating a set of collision channel that this object will collide with. Mirrored manually in UnPhysPublic.h

bool Default 
bool Nothing 
This is reserved to allow an object to opt-out of all collisions, and should not be set.
bool Pawn 
bool Vehicle 
bool Water 
bool GameplayPhysics 
bool EffectPhysics 
bool Untitled1 
bool Untitled2 
bool Untitled3 
bool Untitled4 
bool Cloth 
bool FluidDrain 
bool SoftBody 
bool FracturedMeshPart 
bool BlockingVolume 
bool DeadPawn 

Functions[edit]

Native functions[edit]

See PrimitiveComponent native functions.

Other instance functions[edit]

GetPosition[edit]

final function Object.Vector GetPosition ()