Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:RB_Handle (UT3)
Object >> Component >> ActorComponent >> RB_Handle |
- Package:
- Engine
- Direct subclass:
- UTWalkerStepHandle
- This class in other games:
- UDK
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Utility object for moving actors around. Note - it really doesn't care which actor its a component of - you can use it to pick its owner up or anything else. Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'RB_Handle'[edit]
AngularDamping[edit]
Type: float
Default value: 200.0
AngularStiffness[edit]
Type: float
Default value: 1000.0
LinearDamping[edit]
Type: float
Default value: 100.0
LinearStiffness[edit]
Type: float
Default value: 1300.0
Internal variables[edit]
bInHardware[edit]
Type: bool
Modifiers: transient, native, const
Whether we are in the hardware or software scene.
bInterpolating[edit]
Type: bool
bRotationConstrained[edit]
Type: bool
Modifiers: transient, native, const
Destination[edit]
Type: Object.Vector
GrabbedBoneName[edit]
Type: name
GrabbedComponent[edit]
Type: PrimitiveComponent
HandleData[edit]
Type: pointer{class NxJoint}
Modifiers: transient, native, const
KinActorData[edit]
Type: pointer{class NxActor}
Modifiers: transient, native, const
Location[edit]
Type: Object.Vector
current location
SceneIndex[edit]
Type: int
Modifiers: transient, native, const
Physics scene index.
StepSize[edit]
Type: Object.Vector
step size in units/sec
Default values[edit]
Property | Value |
---|---|
TickGroup | TG_PreAsyncWork |
Native functions[edit]
GetOrientation[edit]
GrabComponent[edit]
ReleaseComponent[edit]
SetLocation[edit]
SetOrientation[edit]
SetSmoothLocation[edit]
UpdateSmoothLocation[edit]
Adjust interpolation goal location while respecting current interpolation timing. Useful for interpolating to a moving target.