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UE3:RB_ConstraintInstance (UDK)

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UDK Object >> RB_ConstraintInstance
Package: 
Engine
This class in other games:
UT3


Properties[edit]

Property group 'Angular'[edit]

AngularDriveDamping[edit]

Type: float

Modifiers: const


Default value: 1.0

AngularDriveForceLimit[edit]

Type: float

Modifiers: const


AngularDriveSpring[edit]

Type: float

Modifiers: const


Default value: 50.0

AngularPositionTarget[edit]

Type: Object.Quat

Modifiers: const


Default value:

Member Value
W 1.0
X 0.0
Y 0.0
Z 0.0

AngularVelocityTarget[edit]

Type: Object.Vector

Modifiers: const

Revolutions per second

bAngularSlerpDrive[edit]

Type: bool

Modifiers: const


bSwingPositionDrive[edit]

Type: bool

Modifiers: const


bSwingVelocityDrive[edit]

Type: bool

Modifiers: const


bTwistPositionDrive[edit]

Type: bool

Modifiers: const


bTwistVelocityDrive[edit]

Type: bool

Modifiers: const


Property group 'Linear'[edit]

bLinearXPositionDrive[edit]

Type: bool

Modifiers: const


bLinearXVelocityDrive[edit]

Type: bool

Modifiers: const


bLinearYPositionDrive[edit]

Type: bool

Modifiers: const


bLinearYVelocityDrive[edit]

Type: bool

Modifiers: const


bLinearZPositionDrive[edit]

Type: bool

Modifiers: const


bLinearZVelocityDrive[edit]

Type: bool

Modifiers: const


LinearDriveDamping[edit]

Type: float

Modifiers: const


Default value: 1.0

LinearDriveForceLimit[edit]

Type: float

Modifiers: const


LinearDriveSpring[edit]

Type: float

Modifiers: const


Default value: 50.0

LinearPositionTarget[edit]

Type: Object.Vector

Modifiers: const


LinearVelocityTarget[edit]

Type: Object.Vector

Modifiers: const


Internal variables[edit]

bInHardware[edit]

Type: bool

Modifiers: native, const

Whether we are in the hardware or software scene.

bTerminated[edit]

Type: bool

Indicates that this constraint has been terminated

ConstraintData[edit]

Type: pointer{class NxJoint}

Modifiers: const, native

Internal use. Physics-engine representation of this constraint.

ConstraintIndex[edit]

Type: int

Modifiers: const

Indicates position of this constraint within the array in an PhysicsAssetInstance. Will correspond to RB_ConstraintSetup position in PhysicsAsset.

DummyKinActor[edit]

Type: pointer

Modifiers: const, native, private

If bMakeKinForBody1 is true, this is the kinematic body that is made for Body1. Due to the way the ConstraintInstance pooling works, this MUST BE LAST PROPERTY OF THE CLASS.

Owner[edit]

Type: Actor

Modifiers: const, transient

Actor that owns this constraint instance. Could be a ConstraintActor, or an actor using a PhysicsAsset containing this constraint. Due to the way the ConstraintInstance pooling works, this MUST BE FIRST PROPERTY OF THE CLASS.

OwnerComponent[edit]

Type: PrimitiveComponent

Modifiers: const, transient

PrimitiveComponent containing this constraint.

SceneIndex[edit]

Type: int

Modifiers: native, const

Physics scene index.

Native functions[edit]

GetConstraintLocation[edit]

final native function Object.Vector GetConstraintLocation ()

Get the position of this constraint in world space.

GetPhysicsAssetInstance[edit]

final native function PhysicsAssetInstance GetPhysicsAssetInstance ()

Returns the PhysicsAssetInstance that owns this RB_ConstraintInstance (if there is one)

InitConstraint[edit]

final native function InitConstraint (PrimitiveComponent PrimComp1, PrimitiveComponent PrimComp2, RB_ConstraintSetup Setup, float Scale, Actor InOwner, PrimitiveComponent InPrimComp, bool bMakeKinForBody1)

Create physics engine constraint. If bMakeKinForBody1 is TRUE, then a non-colliding kinematic body is created for Body1 and used instead.

MoveKinActorTransform[edit]

final native function MoveKinActorTransform (out Object.Matrix NewTM)

If bMakeKinForBody1 was used, this function allows the kinematic body to be moved.

SetAngularDOFLimitScale[edit]

final native function SetAngularDOFLimitScale (float InSwing1LimitScale, float InSwing2LimitScale, float InTwistLimitScale, RB_ConstraintSetup InSetup)

Scale Angular Limit Constraints (as defined in RB_ConstraintSetup)

SetAngularDriveParams[edit]

final native function SetAngularDriveParams (float InSpring, float InDamping, float InForceLimit)


SetAngularPositionDrive[edit]

final native function SetAngularPositionDrive (bool bEnableSwingDrive, bool bEnableTwistDrive)


SetAngularPositionTarget[edit]

final native function SetAngularPositionTarget (const out Object.Quat InPosTarget)


SetAngularVelocityDrive[edit]

final native function SetAngularVelocityDrive (bool bEnableSwingDrive, bool bEnableTwistDrive)


SetAngularVelocityTarget[edit]

final native function SetAngularVelocityTarget (Object.Vector InVelTarget)


SetLinearDriveParams[edit]

final native function SetLinearDriveParams (float InSpring, float InDamping, float InForceLimit)


SetLinearLimitSize[edit]

final native function SetLinearLimitSize (float NewLimitSize)

Allows you to dynamically change the size of the linear limit 'sphere'.

SetLinearPositionDrive[edit]

final native function SetLinearPositionDrive (bool bEnableXDrive, bool bEnableYDrive, bool bEnableZDrive)


SetLinearPositionTarget[edit]

final native function SetLinearPositionTarget (Object.Vector InPosTarget)


SetLinearVelocityDrive[edit]

final native function SetLinearVelocityDrive (bool bEnableXDrive, bool bEnableYDrive, bool bEnableZDrive)


SetLinearVelocityTarget[edit]

final native function SetLinearVelocityTarget (Object.Vector InVelTarget)


TermConstraint[edit]

final native noexport function TermConstraint ()