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UE3:SVehicle (UDK)
Contents
- 1 Properties
- 2 Structs
- 3 Functions
- 3.1 Native functions
- 3.2 Events
- 3.3 Other instance functions
- 3.3.1 AddVelocity
- 3.3.2 CalcCamera
- 3.3.3 Died
- 3.3.4 DisplayDebug
- 3.3.5 DisplayWheelsDebug
- 3.3.6 DrivingStatusChanged
- 3.3.7 GetDefaultCameraMode
- 3.3.8 GetSVehicleDebug
- 3.3.9 HermiteEval
- 3.3.10 PostTeleport
- 3.3.11 SetAllWheelParticleSystem
- 3.3.12 StartEngineSound
- 3.3.13 StartEngineSoundTimed
- 3.3.14 StopEngineSound
- 3.3.15 StopEngineSoundTimed
- 3.3.16 StopVehicleSounds
- 3.3.17 TakeRadiusDamage
- 3.3.18 TryToDrive
- 3.3.19 TurnOff
- 3.3.20 VehiclePlayEnterSound
- 3.3.21 VehiclePlayExitSound
- Package:
- Engine
- Direct subclasses:
- GameVehicle, UTVehicleBase
- This class in other games:
- U2, UT2004, UE2Runtime, UT3
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SVehicle
Properties[edit]
See SVehicle properties.
Structs[edit]
VehicleState[edit]
Modifiers: native
- Actor.RigidBodyState RBState
- byte ServerBrake
- byte ServerGas
- byte ServerSteering
- byte ServerRise
- bool bServerHandbrake
- int ServerView
- Pitch and Yaw - 16 bits each
Functions[edit]
Native functions[edit]
AddForce[edit]
AddImpulse[edit]
AddTorque[edit]
HasWheelsOnGround[edit]
HasWheelsOnGround() returns true if any of vehicles wheels are currently in contact with the ground (wheel has bWheelOnGround==true)
InitVehicleRagdoll[edit]
Utility for switching the vehicle from a single body to an articulated ragdoll-like one given a new mesh and physics asset. ActorMove is an extra translation applied to Actor during the transition, which can be useful to avoid ragdoll mesh penetrating into the ground.
IsSleeping[edit]
SetWheelCollision[edit]
turns on or off a wheel's collision
Parameters:
- WheelNum - the index of the wheel in the Wheels array to change
- bCollision - whether to turn collision on or off
Events[edit]
Destroyed[edit]
Overrides: Vehicle.Destroyed
PostBeginPlay[edit]
Overrides: Vehicle.PostBeginPlay
Called when gameplay begins. Used to make sure the engine sound audio component has the right properties set to ensure it gets restarted if it has been cut out due to the audio code running out of HW channels to play the sound in.
PostInitAnimTree[edit]
Overrides: Pawn.PostInitAnimTree
Store pointer to each wheel's SkelControlWheel.
RigidBodyCollision[edit]
Overrides: Actor.RigidBodyCollision
(Description copied from Actor.RigidBodyCollision)
Called when a PrimitiveComponent this Actor owns has:
-bNotifyRigidBodyCollision set to true -ScriptRigidBodyCollisionThreshold > 0 -it is involved in a physics collision where the relative velocity exceeds ScriptRigidBodyCollisionThreshold
Parameters:
- HitComponent - the component of this Actor that collided
- OtherComponent - the other component that collided
- RigidCollisionData - information on the collision itslef, including contact points
- ContactIndex - the element in each ContactInfos' ContactVelocity and PhysMaterial arrays that corresponds to this Actor/HitComponent
SuspensionHeavyShift[edit]
called when the suspension moves a large amount, passes the delta
Other instance functions[edit]
AddVelocity[edit]
Overrides: Pawn.AddVelocity
CalcCamera[edit]
Overrides: Actor.CalcCamera
Calculate camera view point, when viewing this actor.
Parameters:
- fDeltaTime - delta time seconds since last update
- out_CamLoc - Camera Location
- out_CamRot - Camera Rotation
- out_FOV - Field of View
Returns:
- true if Pawn should provide the camera point of view.
Died[edit]
Overrides: Vehicle.Died
(Description copied from Pawn.Died)
This pawn has died.
Parameters:
- Killer - Who killed this pawn
- DamageType - What killed it
- HitLocation - Where did the hit occur
Returns:
- true if allowed
DisplayDebug[edit]
Overrides: Vehicle.DisplayDebug
(Description copied from Vehicle.DisplayDebug)
See: Actor::DisplayDebug
DisplayWheelsDebug[edit]
Special debug information for the wheels that is displayed at each wheel's location
DrivingStatusChanged[edit]
Overrides: Vehicle.DrivingStatusChanged
GetDefaultCameraMode[edit]
Overrides: Vehicle.GetDefaultCameraMode
(Description copied from Pawn.GetDefaultCameraMode)
returns default camera mode when viewing this pawn. Mainly called when controller possesses this pawn.
Parameters:
- PlayerController - requesting the default camera view
Returns:
- default camera view player should use when controlling this pawn.
GetSVehicleDebug[edit]
Retrieves important SVehicle debug information as an array of strings. That can then be dumped or displayed on HUD.
HermiteEval[edit]
Hermite spline evaluation for use with the slip curve debug display
PostTeleport[edit]
Overrides: Actor.PostTeleport
SetAllWheelParticleSystem[edit]
Changes the wheel particle system for all wheels
StartEngineSound[edit]
turns on the engine sound
StartEngineSoundTimed[edit]
starts a timer of EngineStartOffsetSecs duration to turn on the engine sound
StopEngineSound[edit]
turns off the engine sound
StopEngineSoundTimed[edit]
starts a timer of EngineStopOffsetSecs duration to turn off the engine sound
StopVehicleSounds[edit]
TakeRadiusDamage[edit]
Overrides: Vehicle.TakeRadiusDamage
Take Radius Damage by default scales damage based on distance from HurtOrigin to Actor's location. This can be overriden by the actor receiving the damage for special conditions (see KAsset.uc).
Parameters:
- InstigatedBy - instigator of the damage
- Base - Damage
- Damage - Radius (from Origin)
- DamageType - class
- Momentum - float)
- HurtOrigin - origin of the damage radius.
- bFullDamage - if true, damage not scaled based on distance HurtOrigin
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
TryToDrive[edit]
Overrides: Vehicle.TryToDrive
TryToDrive() returns true if Pawn P successfully became driver of this vehicle
TurnOff[edit]
Overrides: Pawn.TurnOff
TurnOff() Freeze pawn - stop sounds, animations, physics, weapon firing