Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE3:SVehicle properties (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle (properties)

Contents

SVehicle properties in other games:
UDK

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]

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[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
Member Value
Default True
EffectPhysics True
GameplayPhysics True
Vehicle True
ScriptRigidBodyCollisionThreshold 250.0