My program doesn't have bugs. It just develops random features.
UE3:UTVehicle_Hoverboard (UDK)
Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTHoverVehicle >> UTVehicle_Hoverboard |
Contents
- 1 Properties
- 1.1 Property group 'HeadTracking'
- 1.2 Property group 'HoverboardCam'
- 1.3 Property group 'UTVehicle_Hoverboard'
- 1.3.1 BigImpactPhysRiderZVel
- 1.3.2 DodgeForceMag
- 1.3.3 DownhillDownForce
- 1.3.4 HoverboardSlalomMaxAngle
- 1.3.5 HoverboardTowSlalomMaxAngle
- 1.3.6 ImpactGroundResetPhysRiderThresh
- 1.3.7 JumpCheckTraceDist
- 1.3.8 JumpForceMag
- 1.3.9 LeanUprightDamping
- 1.3.10 LeanUprightStiffness
- 1.3.11 MaxLeanPitchSpeed
- 1.3.12 MaxTowDistance
- 1.3.13 MeshLocationOffset
- 1.3.14 MeshRotationOffset
- 1.3.15 PhysWeightBlendTime
- 1.3.16 SlalomSpeed
- 1.3.17 SpinSpeed
- 1.3.18 TrickJumpWarmupMax
- 1.3.19 TurnLeanFactor
- 1.3.20 WaterCheckLevel
- 1.4 Internal variables
- 1.5 Default values
- 1.6 Subobjects
- 2 Structs
- 3 Functions
- 3.1 Static functions
- 3.2 Exec functions
- 3.3 Native functions
- 3.4 Events
- 3.4.1 BelowSpeedThreshold
- 3.4.2 BoardJumpEffect
- 3.4.3 BreakTowLink
- 3.4.4 ContinueOnFoot
- 3.4.5 DriverLeave
- 3.4.6 EncroachingOn
- 3.4.7 HideBoard
- 3.4.8 HoverboardLanded
- 3.4.9 IncomingMissile
- 3.4.10 RanInto
- 3.4.11 RBPenetrationDestroy
- 3.4.12 ReplicatedEvent
- 3.4.13 RequestDodge
- 3.4.14 RigidBodyCollision
- 3.4.15 SpawnRoosterEffect
- 3.4.16 SpawnTowCableEffects
- 3.4.17 TakeDamage
- 3.4.18 Tick
- 3.4.19 ToggleAnimBoard
- 3.5 Other instance functions
- Package:
- UTGame
- Direct subclass:
- UTVehicle_Hoverboard_Content
- This class in other games:
- UT3
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Properties[edit]
Property group 'HeadTracking'[edit]
MaxTrackYaw[edit]
Type: float
Max yaw applied to have head/spine track looking direction.
Default value: 1.0
Property group 'HoverboardCam'[edit]
HoverCamMaxVelUsed[edit]
Type: float
Default value: 800.0
HoverCamOffset[edit]
Type: Object.Vector
Default value:
Member | Value |
---|---|
X | 60.0 |
Y | -20.0 |
Z | -15.0 |
HoverCamRotOffset[edit]
Type: Object.Rotator
Default value:
Member | Value |
---|---|
Pitch | 728 |
Roll | 0 |
Yaw | 0 |
VelBasedCamOffset[edit]
Type: Object.Vector
Default value:
Member | Value |
---|---|
X | 0.0 |
Y | 0.0 |
Z | -0.02 |
VelLookAtOffset[edit]
Type: Object.Vector
Default value:
Member | Value |
---|---|
X | -0.07 |
Y | -0.07 |
Z | -0.03 |
VelRollFactor[edit]
Type: float
Default value: 0.4
ViewRollRate[edit]
Type: float
Default value: 100.0
Property group 'UTVehicle_Hoverboard'[edit]
BigImpactPhysRiderZVel[edit]
Type: float
If we do hit the ground harder than ImpactGroundResetPhysRiderThresh - set the rider Z vel to be this instead.
Default value: -400.0
DodgeForceMag[edit]
Type: float
Sideways force when dodging (added to JumpForceMag * 0.8)
Default value: 5000.0
DownhillDownForce[edit]
Type: float
HoverboardSlalomMaxAngle[edit]
Type: float
Using strafe keys adds this offset to current look direction.
Default value: 45.0
HoverboardTowSlalomMaxAngle[edit]
Type: float
When being towed, using strafe keys adds this offset to current look direction.
Default value: 30.0
ImpactGroundResetPhysRiderThresh[edit]
Type: float
If we hit the ground harder than this, reset the physics of the rider to the animated pose, to avoid weird psoes.
Default value: 400.0
JumpCheckTraceDist[edit]
Type: float
Default value: 90.0
JumpForceMag[edit]
Type: float
Default value: 5000.0
LeanUprightDamping[edit]
Type: float
Default value: 100.0
LeanUprightStiffness[edit]
Type: float
Angle at which the vehicle will resist rolling
Default value: 1000.0
MaxLeanPitchSpeed[edit]
Type: float
Default value: 10000.0
MaxTowDistance[edit]
Type: float
Default value: 1000.0
MeshLocationOffset[edit]
Type: Object.Vector
Default value:
Member | Value |
---|---|
X | 5.0 |
Y | 5.0 |
Z | 15.0 |
MeshRotationOffset[edit]
Type: Object.Rotator
Default value:
Member | Value |
---|---|
Pitch | 10012 |
Roll | 16382 |
Yaw | 18204 |
PhysWeightBlendTime[edit]
Type: float
Default value: 1.0
SlalomSpeed[edit]
Type: float
How quickly the 'slalom' offset can change (controlled by strafe)
Default value: 5.0
SpinSpeed[edit]
Type: float
Default value: 11.0
TrickJumpWarmupMax[edit]
Type: float
Default value: 0.5
TurnLeanFactor[edit]
Type: float
Default value: 0.0013
WaterCheckLevel[edit]
Type: float
Default value: 110.0
Internal variables[edit]
See UTVehicle_Hoverboard internal variables.
Default values[edit]
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: UTHoverVehicle.CollisionCylinder
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
CollisionHeight | 44.0 | ||||||||
CollisionRadius | 40.0 | ||||||||
ReplacementPrimitive | None | ||||||||
Translation |
|
HoverboardDust0[edit]
Class: UTGame.UTParticleSystemComponent
Property | Value |
---|---|
AbsoluteRotation | True |
AbsoluteTranslation | True |
bAutoActivate | False |
ReplacementPrimitive | None |
MyDistanceJointInstance[edit]
Class: Engine.RB_ConstraintInstance
No new values.
MyDistanceJointSetup[edit]
Class: Engine.RB_DistanceJointSetup
No new values.
MyLightEnvironment[edit]
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: UTHoverVehicle.MyLightEnvironment
No new values.
MyStayUprightConstraintInstance[edit]
Class: Engine.RB_ConstraintInstance
Inherits from: UTHoverVehicle.MyStayUprightConstraintInstance
No new values.
MyStayUprightSetup[edit]
Class: Engine.RB_StayUprightSetup
Inherits from: UTHoverVehicle.MyStayUprightSetup
No new values.
SVehicleMesh[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTHoverVehicle.SVehicleMesh
Property | Value |
---|---|
ReplacementPrimitive | None |
Structs[edit]
TowInfoData[edit]
Modifiers: native
Functions[edit]
Static functions[edit]
IsHumanDriver[edit]
SetFlagAttachToBody[edit]
Set whether the flag is attached directly to kinematic bodies on the rider.
Exec functions[edit]
BackDamp[edit]
BackSpring[edit]
HandDamp[edit]
HandSpring[edit]
TestResetPhys[edit]
Native functions[edit]
AttachTowCable[edit]
Creates a physics attachment to
Events[edit]
BelowSpeedThreshold[edit]
called when AI controlled and the hoverboard is moving too slow so the AI wants to bail
BoardJumpEffect[edit]
BreakTowLink[edit]
ContinueOnFoot[edit]
Overrides: UTVehicle.ContinueOnFoot
(Description copied from UTVehicle.ContinueOnFoot)
ContinueOnFoot() - used by AI Called from route finding if route can only be continued on foot.
Returns:
- true if driver left vehicle
DriverLeave[edit]
Overrides: UTVehicle.DriverLeave
(Description copied from UTVehicle.DriverLeave)
Called when the driver leaves the vehicle
Parameters:
- bForceLeave - Is true if the driver was forced out
EncroachingOn[edit]
Overrides: Vehicle.EncroachingOn
(Description copied from Vehicle.EncroachingOn)
called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to
Returns:
- true to abort the move, false to allow it
Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch
HideBoard[edit]
HoverboardLanded[edit]
IncomingMissile[edit]
Overrides: UTVehicle.IncomingMissile
(Description copied from UTVehicle.IncomingMissile)
This function is called from an incoming missile that is targetting this vehicle
Parameters:
- P - The incoming projectile
RanInto[edit]
Overrides: UTVehicle.RanInto
(Description copied from UTVehicle.RanInto)
RanInto() called for encroaching actors which successfully moved the other actor out of the way
Parameters:
- Other - The pawn that was hit
RBPenetrationDestroy[edit]
Overrides: UTVehicle.RBPenetrationDestroy
Called when a contact with a large penetration occurs.
ReplicatedEvent[edit]
Overrides: UTVehicle.ReplicatedEvent
(Description copied from UTVehicle.ReplicatedEvent)
This event is triggered when a repnotify variable is received
Parameters:
- VarName - The name of the variable replicated
RequestDodge[edit]
Called from TickSpecial(). Doubleclick detected, so pick dodge direction
RigidBodyCollision[edit]
Overrides: UTVehicle.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
SpawnRoosterEffect[edit]
spawn and attach effects for moving over water - called from C++ if RoosterEffect is None when over water
SpawnTowCableEffects[edit]
spawn and attach tow cable effects if they don't already exist
TakeDamage[edit]
Overrides: UTHoverVehicle.TakeDamage
(Description copied from UTVehicle.TakeDamage)
See: Actor.TakeDamage()
Tick[edit]
Overrides: Actor.Tick
Get double click status from playercontroller