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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
AddForce
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
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
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
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
returns the physics RB_BodyInstance for the root body of this component (if any)
PutRigidBodyToSleep
Put a simulation back to see.
RigidBodyIsAwake
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
SetActorCollision
SetBlockRigidBody
Change the value of BlockRigidBody.
Parameters:
- NewBlockRigidBody - The value to assign to BlockRigidBody.
SetCullDistance
Changes the value of CullDistance.
Parameters:
- NewCullDistance - The value to assign to CullDistance.
SetDepthPriorityGroup
Changes the value of DepthPriorityGroup.
Parameters:
- NewDepthPriorityGroup - The value to assign to DepthPriorityGroup.
SetHidden
Changes the value of HiddenGame.
Parameters:
- NewHidden - The value to assign to HiddenGame.
SetIgnoreOwnerHidden
Changes the value of bIgnoreOwnerHidden.
SetLightEnvironment
Changes the value of LightEnvironment.
Parameters:
- NewLightEnvironment - The value to assign to LightEnvironment.
SetLightingChannels
Changes the value of LightingChannels.
Parameters:
- NewLightingChannels - The value to assign to LightingChannels.
SetNotifyRigidBodyCollision
Changes the value of bNotifyRigidBodyCollision
Parameters:
- bNewNotifyRigidBodyCollision - The value to assign to bNotifyRigidBodyCollision
SetOnlyOwnerSee
Changes the value of bOnlyOwnerSee.
SetOwnerNoSee
Changes the value of bOwnerNoSee.
SetPhysMaterialOverride
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
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
Changes the rigid-body channel that this object is defined in.
SetRBCollidesWithChannel
Changes a member of the RBCollideWithChannels container for this PrimitiveComponent.
Parameters:
- bNewCollides - whether or not to collide with passed in channel
SetRBDominanceGroup
Used for creating one-way physics interactions.
See: RBDominanceGroup
SetRBLinearVelocity
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
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
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
SetScale
SetScale3D
SetShadowParent
Changes the value of ShadowParent.
Parameters:
- NewShadowParent - The value to assign to ShadowParent.
SetTraceBlocking
SetTranslation
SetViewOwnerDepthPriorityGroup
Changes the value of bUseViewOwnerDepthPriorityGroup and ViewOwnerDepthPriorityGroup.
Parameters:
- bNewUseViewOwnerDepthPriorityGroup - The value to assign to bUseViewOwnerDepthPriorityGroup.
- NewViewOwnerDepthPriorityGroup - The value to assign to ViewOwnerDepthPriorityGroup.
WakeRigidBody
Ensure simulation is running for this component. If a SkeletalMeshComponent and no BoneName is specified, will wake all bones in the PhysicsAsset.