I'm a doctor, not a mechanic

UE3:SVehicleWheel (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> Component >> SVehicleWheel
Package: 
Engine
Direct subclass:
UTVehicleWheel
This class in other games:
UE2Runtime, U2, UT2004, UT3

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'SVehicleWheel'[edit]

bCollidesPawns[edit]

Type: bool

If true, this wheel will collide with pawns (add RBCC_Pawn to its RBCollideWithChannels).

bCollidesVehicles[edit]

Type: bool

If true, this wheel will collide with other vehicles (add RBCC_Vehicle to its RBCollideWithChannels).

Default value: True

bHoverWheel[edit]

Type: bool

Determines whether this wheel will collide with water

BoneName[edit]

Type: name


BoneOffset[edit]

Type: Object.Vector

Offset from wheel bone to line check point (middle of tyre). NB: Not affected by scale.

bPoweredWheel[edit]

Type: bool


BrakeTorque[edit]

Type: float


ChassisTorque[edit]

Type: float


HandbrakeLatSlipFactor[edit]

Type: float


Default value: 20000.0

HandbrakeLongSlipFactor[edit]

Type: float


Default value: 4000.0

LatSlipFactor[edit]

Type: float


Default value: 20000.0

LongSlipFactor[edit]

Type: float


Default value: 4000.0

MotorTorque[edit]

Type: float


ParkedSlipFactor[edit]

Type: float


Default value: 20000.0

Side[edit]

Type: EWheelSide


SkelControlName[edit]

Type: name


Steer[edit]

Type: float

degrees

SteerFactor[edit]

Type: float

How steering affects this wheel. 0.0 means it is not steered. 1.0 means steered fully normally. -1.0 means reversed steering.

SuspensionSpeed[edit]

Type: float

Max speed at which rendered wheel will move up or down (0 = instant)

Default value: 50.0

SuspensionTravel[edit]

Type: float


Default value: 30.0

WheelParticleSystem[edit]

Type: ParticleSystem


WheelRadius[edit]

Type: float

Length of line check. Usually 2x wheel radius.

Default value: 35.0

Internal variables[edit]

bIsSquealing[edit]

Type: bool


bWheelOnGround[edit]

Type: bool


ContactForce[edit]

Type: float


ContactNormal[edit]

Type: Object.Vector


CurrentRotation[edit]

Type: float


DesiredSuspensionPosition[edit]

Type: float

Desired vertical deflection position of suspension

LatDirection[edit]

Type: Object.Vector


LatImpulse[edit]

Type: float


LatSlipAngle[edit]

Type: float

Either the difference in linear velocity between ground and wheel or the slip angle

LongDirection[edit]

Type: Object.Vector


LongImpulse[edit]

Type: float


LongSlipRatio[edit]

Type: float

Either the difference in linear velocity between ground and wheel or the slip ratio

SlipParticleParamName[edit]

Type: name

parameter that should be set in WheelParticleComp to the wheel's slip velocity

Default value: 'WheelSlip'

SpinVel[edit]

Type: float

Radians per sec

SuspensionPosition[edit]

Type: float

Output vertical deflection position of suspension

WheelControl[edit]

Type: SkelControlWheel


WheelMaterialIndex[edit]

Type: int

Modifiers: transient, const


WheelParticleComp[edit]

Type: ParticleSystemComponent


WheelPosition[edit]

Type: Object.Vector


WheelPSCClass[edit]

Type: class<ParticleSystemComponent>

the class to use for WheelParticleComp

Default value: Class'Engine.ParticleSystemComponent'

WheelShape[edit]

Type: pointer

Modifiers: transient, const


Enums[edit]

EWheelSide[edit]

SIDE_None 
SIDE_Left 
SIDE_Right