Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

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

Property group 'SVehicleWheel'

bCollidesPawns

Type: bool

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

bCollidesVehicles

Type: bool

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

Default value: True

bHoverWheel

Type: bool

Determines whether this wheel will collide with water

BoneName

Type: name


BoneOffset

Type: Object.Vector

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

bPoweredWheel

Type: bool


BrakeTorque

Type: float


ChassisTorque

Type: float


HandbrakeLatSlipFactor

Type: float


Default value: 20000.0

HandbrakeLongSlipFactor

Type: float


Default value: 4000.0

LatSlipFactor

Type: float


Default value: 20000.0

LongSlipFactor

Type: float


Default value: 4000.0

MotorTorque

Type: float


ParkedSlipFactor

Type: float


Default value: 20000.0

Side

Type: EWheelSide


SkelControlName

Type: name


Steer

Type: float

degrees

SteerFactor

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

Type: float

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

Default value: 50.0

SuspensionTravel

Type: float


Default value: 30.0

WheelParticleSystem

Type: ParticleSystem


WheelRadius

Type: float

Length of line check. Usually 2x wheel radius.

Default value: 35.0

Internal variables

bIsSquealing

Type: bool


bWheelOnGround

Type: bool


ContactForce

Type: float


ContactNormal

Type: Object.Vector


CurrentRotation

Type: float


DesiredSuspensionPosition

Type: float

Desired vertical deflection position of suspension

LatDirection

Type: Object.Vector


LatImpulse

Type: float


LatSlipAngle

Type: float

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

LongDirection

Type: Object.Vector


LongImpulse

Type: float


LongSlipRatio

Type: float

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

SlipParticleParamName

Type: name

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

Default value: 'WheelSlip'

SpinVel

Type: float

Radians per sec

SuspensionPosition

Type: float

Output vertical deflection position of suspension

WheelControl

Type: SkelControlWheel


WheelMaterialIndex

Type: int

Modifiers: transient, const


WheelParticleComp

Type: ParticleSystemComponent


WheelPosition

Type: Object.Vector


WheelPSCClass

Type: class<ParticleSystemComponent>

the class to use for WheelParticleComp

Default value: Class'Engine.ParticleSystemComponent'

WheelShape

Type: pointer

Modifiers: transient, const


Enums

EWheelSide

SIDE_None 
SIDE_Left 
SIDE_Right