Mostly Harmless

UE3:RB_Handle (UT3)

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UT3 Object >> Component >> ActorComponent >> RB_Handle
Package: 
Engine
Direct subclass:
UTWalkerStepHandle
This class in other games:
UDK

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

Property group 'RB_Handle'

AngularDamping

Type: float


Default value: 200.0

AngularStiffness

Type: float


Default value: 1000.0

LinearDamping

Type: float


Default value: 100.0

LinearStiffness

Type: float


Default value: 1300.0

Internal variables

bInHardware

Type: bool

Modifiers: transient, native, const

Whether we are in the hardware or software scene.

bInterpolating

Type: bool


bRotationConstrained

Type: bool

Modifiers: transient, native, const


Destination

Type: Object.Vector


GrabbedBoneName

Type: name


GrabbedComponent

Type: PrimitiveComponent


HandleData

Type: pointer{class NxJoint}

Modifiers: transient, native, const


KinActorData

Type: pointer{class NxActor}

Modifiers: transient, native, const


Location

Type: Object.Vector

current location

SceneIndex

Type: int

Modifiers: transient, native, const

Physics scene index.

StepSize

Type: Object.Vector

step size in units/sec

Default values

Property Value
TickGroup TG_PreAsyncWork

Native functions

GetOrientation

native function Object.Quat GetOrientation ()


GrabComponent

native function GrabComponent (PrimitiveComponent Component, name InBoneName, Object.Vector GrabLocation, bool bConstrainRotation)


ReleaseComponent

native function ReleaseComponent ()


SetLocation

native function SetLocation (Object.Vector NewLocation)


SetOrientation

native function SetOrientation (Object.Quat NewOrientation)


SetSmoothLocation

native function SetSmoothLocation (Object.Vector NewLocation, float MoveTime)


UpdateSmoothLocation

native function UpdateSmoothLocation (const out Object.Vector NewLocation)

Adjust interpolation goal location while respecting current interpolation timing. Useful for interpolating to a moving target.