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UE3:SVehicle properties (UT3)
Contents
- 1 Properties
- 1.1 Property group 'Sounds'
- 1.2 Property group 'SVehicle'
- 1.3 Property group 'UprightConstraint'
- 1.4 Property group 'Uprighting'
- 1.5 Internal variables
- 1.5.1 AngErrorAccumulator
- 1.5.2 bCanFlip
- 1.5.3 bChassisTouchingGround
- 1.5.4 bFlipRight
- 1.5.5 bHoldingDownHandbrake
- 1.5.6 bIsInverted
- 1.5.7 bIsUprighting
- 1.5.8 bOutputHandbrake
- 1.5.9 bUpdateWheelShapes
- 1.5.10 bUseSuspensionAxis
- 1.5.11 bVehicleOnGround
- 1.5.12 bVehicleOnWater
- 1.5.13 bWasChassisTouchingGroundLastTick
- 1.5.14 DriverViewPitch
- 1.5.15 DriverViewYaw
- 1.5.16 ForwardVel
- 1.5.17 HeavySuspensionShiftPercent
- 1.5.18 LastCollisionSoundTime
- 1.5.19 NumPoweredWheels
- 1.5.20 OutputBrake
- 1.5.21 OutputGas
- 1.5.22 OutputRise
- 1.5.23 OutputSteering
- 1.5.24 RadialImpulseScaling
- 1.5.25 StayUprightConstraintInstance
- 1.5.26 StayUprightConstraintSetup
- 1.5.27 TimeOffGround
- 1.5.28 UprightStartTime
- 1.5.29 VState
- 1.6 Default values
- 1.7 Subobjects
- SVehicle properties in other games:
- UDK
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Properties[edit]
Property group 'Sounds'[edit]
CollisionIntervalSecs[edit]
Type: float
Minimum time passed between the triggering collision sounds; generally set to longest collision sound.
CollisionSound[edit]
Type: SoundCue
Played when the vehicle slams into things.
EngineSound[edit]
Type: AudioComponent
Modifiers: editconst, const
Ambient engine-running sound. Pitch modulated based on RPMS.
EngineStartOffsetSecs[edit]
Type: float
Modifiers: const
Time delay between the engine startup sound and the engine idling sound.
Default value: 2.0
EngineStopOffsetSecs[edit]
Type: float
Modifiers: const
Time delay between the engine shutdown sound and the deactivation of the engine idling sound.
Default value: 1.0
EnterVehicleSound[edit]
Type: SoundCue
Engine startup sound played upon entering the vehicle.
ExitVehicleSound[edit]
Type: SoundCue
Engine switch-off sound played upon exiting the vhicle.
LatAngleVolumeMult[edit]
Type: float
Modifiers: const
multiplier for volume level of Lateral squeals relative to straight slip squeals.
Default value: 1.0
SquealLatThreshold[edit]
Type: float
Modifiers: const
Lateral Slip velocity cut off below which no wheel squealing is heard
Default value: 250.0
SquealSound[edit]
Type: AudioComponent
Modifiers: editconst, const
Volume-modulated wheel squeeling.
SquealThreshold[edit]
Type: float
Modifiers: const
Slip velocity cuttoff below which no wheel squealing is heard.
Default value: 250.0
Property group 'SVehicle'[edit]
BaseOffset[edit]
Type: Object.Vector
Default value:
Member | Value |
---|---|
X | 0.0 |
Y | 0.0 |
Z | 128.0 |
CamDist[edit]
Type: float
Default value: 512.0
COMOffset[edit]
Type: Object.Vector
Center of mass location of the vehicle, in local space.
InertiaTensorMultiplier[edit]
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[edit]
Type: float
Vehicle angular velocity will be capped to this value
Default value: 75000.0
MaxSpeed[edit]
Type: float
Vehicle total speed will be capped to this value
Default value: 2500.0
SimObj[edit]
Type: SVehicleSimBase
Modifiers: noclear, const
Object containing the actual vehicle simulation paramters and code. Allows you to 'plug' different vehicle types in.
Wheels[edit]
Type: array<SVehicleWheel>
Modifiers: editinline, export
Data for each wheel.
Property group 'UprightConstraint'[edit]
bStayUpright[edit]
Type: bool
Use the stay-upright world constraint
StayUprightDamping[edit]
Type: float
Amount of dampening past the limit angles
StayUprightPitchResistAngle[edit]
Type: float
Angle at which the vehicle will resist pitching
StayUprightRollResistAngle[edit]
Type: float
Angle at which the vehicle will resist rolling
StayUprightStiffness[edit]
Type: float
Amount of spring past the limit angles
Property group 'Uprighting'[edit]
UprightLiftStrength[edit]
Type: float
Scales the lifting force applied to the vehicle during uprighting.
Default value: 225.0
UprightTime[edit]
Type: float
Time in seconds to apply uprighting force/torque.
Default value: 1.5
UprightTorqueStrength[edit]
Type: float
Scales the torque applied to the vehicle during uprighting.
Default value: 50.0
Internal variables[edit]
AngErrorAccumulator[edit]
Type: float
Modifiers: native, const
bCanFlip[edit]
Type: bool
true if vehicle can be uprighted by player
Default value: True
bChassisTouchingGround[edit]
Type: bool
Modifiers: const
OUTPUT: True if there are any contacts between the chassis of the vehicle and the ground.
bFlipRight[edit]
Type: bool
Changes the direction the car gets flipped (used to prevent flipping car onto player
bHoldingDownHandbrake[edit]
Type: bool
bIsInverted[edit]
Type: bool
Modifiers: const
OUTPUT: True if vehicle is mostly upside down.
bIsUprighting[edit]
Type: bool
Internal variable. True while uprighting forces are being applied.
bOutputHandbrake[edit]
Type: bool
bUpdateWheelShapes[edit]
Type: bool
set this flag to cause wheel shape parameters to be updated. Cleared after update occurs.
bUseSuspensionAxis[edit]
Type: bool
bVehicleOnGround[edit]
Type: bool
Modifiers: const
OUTPUT: True if _any_ SVehicleWheel is currently touching the ground (ignores contacts with chassis etc)
bVehicleOnWater[edit]
Type: bool
Modifiers: const
OUTPUT: True if _any_ SVehicleWheel is currently touching water
bWasChassisTouchingGroundLastTick[edit]
Type: bool
Modifiers: const
OUTPUT: True if there were any contacts between the chassis of the vehicle and the ground last tick
DriverViewPitch[edit]
Type: int
The driver's view pitch
DriverViewYaw[edit]
Type: int
ForwardVel[edit]
Type: float
HeavySuspensionShiftPercent[edit]
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[edit]
Type: float
Internal variable; prevents collision sounds from being triggered too frequently.
NumPoweredWheels[edit]
Type: int
OutputBrake[edit]
Type: float
OutputGas[edit]
Type: float
OutputRise[edit]
Type: float
OutputSteering[edit]
Type: float
RadialImpulseScaling[edit]
Type: float
Hacky - used to scale hurtradius applied impulses
Default value: 1.0
StayUprightConstraintInstance[edit]
Type: RB_ConstraintInstance
Modifiers: editinline, export
Default value: RB_ConstraintInstance'Engine.Default__SVehicle:MyStayUprightConstraintInstance'
StayUprightConstraintSetup[edit]
Type: RB_StayUprightSetup
Modifiers: editinline, export
Default value: RB_StayUprightSetup'Engine.Default__SVehicle:MyStayUprightSetup'
TimeOffGround[edit]
Type: float
Modifiers: const
OUTPUT: Time that bVehicleOnGround has been false for.
UprightStartTime[edit]
Type: float
Internal variable. Marks the time that uprighting began.
VState[edit]
Type: VehicleState
Modifiers: native, const
Default values[edit]
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: Vehicle.CollisionCylinder
No new values.
MyStayUprightConstraintInstance[edit]
Class: Engine.RB_ConstraintInstance
No new values.
MyStayUprightSetup[edit]
Class: Engine.RB_StayUprightSetup
No new values.
SVehicleMesh[edit]
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 |
|
||||||||||
ScriptRigidBodyCollisionThreshold | 250.0 |