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UE3:SVehicle properties (UDK)

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UDK Object >> Actor >> Pawn >> Vehicle >> SVehicle (properties)

Contents

SVehicle properties in other games:
UT3

Properties

Property group 'Sounds'

CollisionIntervalSecs

Type: float

Minimum time passed between the triggering collision sounds; generally set to longest collision sound.

CollisionSound

Type: SoundCue

Played when the vehicle slams into things.

EngineSound

Type: AudioComponent

Modifiers: editconst, const

Ambient engine-running sound. Pitch modulated based on RPMS.

EngineStartOffsetSecs

Type: float

Modifiers: const

Time delay between the engine startup sound and the engine idling sound.

Default value: 2.0

EngineStopOffsetSecs

Type: float

Modifiers: const

Time delay between the engine shutdown sound and the deactivation of the engine idling sound.

Default value: 1.0

EnterVehicleSound

Type: SoundCue

Engine startup sound played upon entering the vehicle.

ExitVehicleSound

Type: SoundCue

Engine switch-off sound played upon exiting the vhicle.

LatAngleVolumeMult

Type: float

Modifiers: const

multiplier for volume level of Lateral squeals relative to straight slip squeals.

Default value: 1.0

SquealLatThreshold

Type: float

Modifiers: const

Lateral Slip velocity cut off below which no wheel squealing is heard

Default value: 250.0

SquealSound

Type: AudioComponent

Modifiers: editconst, const

Volume-modulated wheel squeeling.

SquealThreshold

Type: float

Modifiers: const

Slip velocity cuttoff below which no wheel squealing is heard.

Default value: 250.0

Property group 'SVehicle'

BaseOffset

Type: Object.Vector


Default value:

Member Value
X 0.0
Y 0.0
Z 128.0

CamDist

Type: float


Default value: 512.0

COMOffset

Type: Object.Vector

Center of mass location of the vehicle, in local space.

InertiaTensorMultiplier

Type: Object.Vector

Inertia Tensor Multipler - allows you to scale the components of the pre-calculated inertia tensor

Default value:

Member Value
X 1.0
Y 1.0
Z 1.0

MaxAngularVelocity

Type: float

Vehicle angular velocity will be capped to this value

Default value: 75000.0

MaxSpeed

Type: float

Vehicle total speed will be capped to this value

Default value: 2500.0

SimObj

Type: SVehicleSimBase

Modifiers: noclear, const

Object containing the actual vehicle simulation paramters and code. Allows you to 'plug' different vehicle types in.

Wheels

Type: array<SVehicleWheel>

Modifiers: editinline, export

Data for each wheel.

Property group 'UprightConstraint'

bStayUpright

Type: bool

Use the stay-upright world constraint

StayUprightDamping

Type: float

Amount of dampening past the limit angles

StayUprightPitchResistAngle

Type: float

Angle at which the vehicle will resist pitching

StayUprightRollResistAngle

Type: float

Angle at which the vehicle will resist rolling

StayUprightStiffness

Type: float

Amount of spring past the limit angles

Property group 'Uprighting'

UprightLiftStrength

Type: float

Scales the lifting force applied to the vehicle during uprighting.

Default value: 225.0

UprightTime

Type: float

Time in seconds to apply uprighting force/torque.

Default value: 1.5

UprightTorqueStrength

Type: float

Scales the torque applied to the vehicle during uprighting.

Default value: 50.0

Internal variables

AngErrorAccumulator

Type: float

Modifiers: native, const


bCanFlip

Type: bool

true if vehicle can be uprighted by player

Default value: True

bChassisTouchingGround

Type: bool

Modifiers: const

OUTPUT: True if there are any contacts between the chassis of the vehicle and the ground.

bFlipRight

Type: bool

Changes the direction the car gets flipped (used to prevent flipping car onto player

bHoldingDownHandbrake

Type: bool


bIsInverted

Type: bool

Modifiers: const

OUTPUT: True if vehicle is mostly upside down.

bIsUprighting

Type: bool

Internal variable. True while uprighting forces are being applied.

bOutputHandbrake

Type: bool


bUpdateWheelShapes

Type: bool

set this flag to cause wheel shape parameters to be updated. Cleared after update occurs.

bUseSuspensionAxis

Type: bool


bVehicleOnGround

Type: bool

Modifiers: const

OUTPUT: True if _any_ SVehicleWheel is currently touching the ground (ignores contacts with chassis etc)

bVehicleOnWater

Type: bool

Modifiers: const

OUTPUT: True if _any_ SVehicleWheel is currently touching water

bWasChassisTouchingGroundLastTick

Type: bool

Modifiers: const

OUTPUT: True if there were any contacts between the chassis of the vehicle and the ground last tick

DriverViewPitch

Type: int

The driver's view pitch

DriverViewYaw

Type: int


ForwardVel

Type: float


HeavySuspensionShiftPercent

Type: float

Percent the Suspension must want to move in one go for the heavy shift function to be called

Default value: 0.5

LastCollisionSoundTime

Type: float

Internal variable; prevents collision sounds from being triggered too frequently.

NumPoweredWheels

Type: int


OutputBrake

Type: float


OutputGas

Type: float


OutputRise

Type: float


OutputSteering

Type: float


RadialImpulseScaling

Type: float

Hacky - used to scale hurtradius applied impulses

Default value: 1.0

StayUprightConstraintInstance

Type: RB_ConstraintInstance

Modifiers: editinline, export


Default value: RB_ConstraintInstance'Engine.Default__SVehicle:MyStayUprightConstraintInstance'

StayUprightConstraintSetup

Type: RB_StayUprightSetup

Modifiers: editinline, export


Default value: RB_StayUprightSetup'Engine.Default__SVehicle:MyStayUprightSetup'

TimeOffGround

Type: float

Modifiers: const

OUTPUT: Time that bVehicleOnGround has been false for.

UprightStartTime

Type: float

Internal variable. Marks the time that uprighting began.

VState

Type: VehicleState

Modifiers: native, const


Default values

Property Value
bBlocksTeleport True
bEdShouldSnap True
bNetInitialRotation True
CollisionComponent SkeletalMeshComponent'SVehicleMesh'
Components[1] SkeletalMeshComponent'SVehicleMesh'
Mesh SkeletalMeshComponent'SVehicleMesh'
Physics PHYS_RigidBody
TickGroup TG_PostAsyncWork

Subobjects

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: Vehicle.CollisionCylinder

Property Value
ReplacementPrimitive None

MyStayUprightConstraintInstance

Class: Engine.RB_ConstraintInstance

No new values.

MyStayUprightSetup

Class: Engine.RB_StayUprightSetup

No new values.

SVehicleMesh

Class: Engine.SkeletalMeshComponent

Property Value
bForceDiscardRootMotion True
BlockActors True
BlockNonZeroExtent True
BlockRigidBody True
BlockZeroExtent True
bNotifyRigidBodyCollision True
bUseSingleBodyPhysics 1
CollideActors True
RBChannel RBCC_Vehicle
RBCollideWithChannels
Member Value
BlockingVolume True
Default True
EffectPhysics True
GameplayPhysics True
Vehicle True
ReplacementPrimitive None
ScriptRigidBodyCollisionThreshold 250.0