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UE3:PrimitiveComponent native functions (UT3)
Object >> Component >> ActorComponent >> PrimitiveComponent (native functions) |
Contents
- 1 Native functions
- 1.1 AddForce
- 1.2 AddImpulse
- 1.3 AddRadialForce
- 1.4 AddRadialImpulse
- 1.5 GetRootBodyInstance
- 1.6 PutRigidBodyToSleep
- 1.7 RigidBodyIsAwake
- 1.8 SetAbsolute
- 1.9 SetActorCollision
- 1.10 SetBlockRigidBody
- 1.11 SetCullDistance
- 1.12 SetDepthPriorityGroup
- 1.13 SetHidden
- 1.14 SetIgnoreOwnerHidden
- 1.15 SetLightEnvironment
- 1.16 SetLightingChannels
- 1.17 SetNotifyRigidBodyCollision
- 1.18 SetOnlyOwnerSee
- 1.19 SetOwnerNoSee
- 1.20 SetPhysMaterialOverride
- 1.21 SetRBAngularVelocity
- 1.22 SetRBChannel
- 1.23 SetRBCollidesWithChannel
- 1.24 SetRBDominanceGroup
- 1.25 SetRBLinearVelocity
- 1.26 SetRBPosition
- 1.27 SetRBRotation
- 1.28 SetRotation
- 1.29 SetScale
- 1.30 SetScale3D
- 1.31 SetShadowParent
- 1.32 SetTraceBlocking
- 1.33 SetTranslation
- 1.34 SetViewOwnerDepthPriorityGroup
- 1.35 WakeRigidBody
- PrimitiveComponent native functions in other games:
- UDK
- Other member categories for this class:
- properties
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Native functions[edit]
AddForce[edit]
Add a force to this component.
Parameters:
- Force - Force vector to apply. Magnitude indicates strength of force.
- Position - Position on object to apply force. If (0,0,0), force is applied at center of mass.
- BoneName - Used in the skeletal case to apply a force to a single body.
AddImpulse[edit]
Add an impulse to the physics of this PrimitiveComponent.
Parameters:
- Impulse - Magnitude and direction of impulse to apply.
- Position - Point in world space to apply impulse at. If Position is (0,0,0), impulse is applied at center of mass ie. no rotation.
- BoneName - If a SkeletalMeshComponent, name of bone to apply impulse to.
- bVelChange - If true, the Strength is taken as a change in velocity instead of an impulse (ie. mass will have no affect).
AddRadialForce[edit]
Add a force originating from the supplied world-space location.
Parameters:
- Origin - Origin of force in world space.
- Radius - Radius within which to apply the force.
- Strength - Strength of force to apply.
- Falloff - Allows you to control the strength of the force as a function of distance from Origin.
AddRadialImpulse[edit]
Add an impulse to this component, radiating out from the specified position. In the case of a skeletal mesh, may affect each bone of the mesh.
Parameters:
- Origin - Point of origin for the radial impulse blast
- Radius - Size of radial impulse. Beyond this distance from Origin, there will be no affect.
- Strength - Maximum strength of impulse applied to body.
- Falloff - Allows you to control the strength of the impulse as a function of distance from Origin.
- bVelChange - If true, the Strength is taken as a change in velocity instead of an impulse (ie. mass will have no affect).
GetRootBodyInstance[edit]
returns the physics RB_BodyInstance for the root body of this component (if any)
PutRigidBodyToSleep[edit]
Put a simulation back to see.
RigidBodyIsAwake[edit]
Returns if the body is currently awake and simulating. If a SkeletalMeshComponent, and no BoneName is specified, will pick a random bone - so does not make much sense if not all bones are jointed together.
SetAbsolute[edit]
SetActorCollision[edit]
SetBlockRigidBody[edit]
Change the value of BlockRigidBody.
Parameters:
- NewBlockRigidBody - The value to assign to BlockRigidBody.
SetCullDistance[edit]
Changes the value of CullDistance.
Parameters:
- NewCullDistance - The value to assign to CullDistance.
SetDepthPriorityGroup[edit]
Changes the value of DepthPriorityGroup.
Parameters:
- NewDepthPriorityGroup - The value to assign to DepthPriorityGroup.
SetHidden[edit]
Changes the value of HiddenGame.
Parameters:
- NewHidden - The value to assign to HiddenGame.
SetIgnoreOwnerHidden[edit]
Changes the value of bIgnoreOwnerHidden.
SetLightEnvironment[edit]
Changes the value of LightEnvironment.
Parameters:
- NewLightEnvironment - The value to assign to LightEnvironment.
SetLightingChannels[edit]
Changes the value of LightingChannels.
Parameters:
- NewLightingChannels - The value to assign to LightingChannels.
SetNotifyRigidBodyCollision[edit]
Changes the value of bNotifyRigidBodyCollision
Parameters:
- bNewNotifyRigidBodyCollision - The value to assign to bNotifyRigidBodyCollision
SetOnlyOwnerSee[edit]
Changes the value of bOnlyOwnerSee.
SetOwnerNoSee[edit]
Changes the value of bOwnerNoSee.
SetPhysMaterialOverride[edit]
Changes the current PhysMaterialOverride for this component. Note that if physics is already running on this component, this will _not_ alter its mass/inertia etc, it will only change its surface properties like friction and the damping.
SetRBAngularVelocity[edit]
Set the angular velocity of the rigid body physics of this PrimitiveComponent. If no rigid-body physics is active, will do nothing. In the case of a SkeletalMeshComponent will affect all bones - and will apply the linear velocity necessary to get all bones to rotate around the root. This should be used cautiously - it may be better to use AddForce or AddImpulse.
Parameters:
- NewAngVel - New angular velocity to apply to physics.
- bAddToCurrent - If true, NewAngVel is added to the existing velocity of the body.
SetRBChannel[edit]
Changes the rigid-body channel that this object is defined in.
SetRBCollidesWithChannel[edit]
Changes a member of the RBCollideWithChannels container for this PrimitiveComponent.
Parameters:
- bNewCollides - whether or not to collide with passed in channel
SetRBDominanceGroup[edit]
Used for creating one-way physics interactions.
See: RBDominanceGroup
SetRBLinearVelocity[edit]
Set the linear velocity of the rigid body physics of this PrimitiveComponent. If no rigid-body physics is active, will do nothing. In the case of a SkeletalMeshComponent will affect all bones. This should be used cautiously - it may be better to use AddForce or AddImpulse.
Parameters:
- NewVel - New linear velocity to apply to physics.
- bAddToCurrent - If true, NewVel is added to the existing velocity of the body.
SetRBPosition[edit]
Called if you want to move the physics of a component which has dynamics running (ie actor is in PHYS_RigidBody). Be careful calling this when this is jointed to something else, or when it does not fit in the destination (no checking is done).
Parameters:
- NewPos - new position of the body
- BoneName - SkeletalMeshComponent only) if specified, the bone to change position of if not specified for a SkeletalMeshComponent, all bodies are moved by the delta between the desired location and that of the root body.
SetRBRotation[edit]
Called if you want to rotate the physics of a component which has dynamics running (ie actor is in PHYS_RigidBody).
Parameters:
- NewRot - new rotation of the body
- BoneName - SkeletalMeshComponent only) if specified, the bone to change rotation of if not specified for a SkeletalMeshComponent, all bodies are moved by the delta between the desired rotation and that of the root body.
SetRotation[edit]
SetScale[edit]
SetScale3D[edit]
SetShadowParent[edit]
Changes the value of ShadowParent.
Parameters:
- NewShadowParent - The value to assign to ShadowParent.
SetTraceBlocking[edit]
SetTranslation[edit]
SetViewOwnerDepthPriorityGroup[edit]
Changes the value of bUseViewOwnerDepthPriorityGroup and ViewOwnerDepthPriorityGroup.
Parameters:
- bNewUseViewOwnerDepthPriorityGroup - The value to assign to bUseViewOwnerDepthPriorityGroup.
- NewViewOwnerDepthPriorityGroup - The value to assign to ViewOwnerDepthPriorityGroup.
WakeRigidBody[edit]
Ensure simulation is running for this component. If a SkeletalMeshComponent and no BoneName is specified, will wake all bones in the PhysicsAsset.