UE3:ActorFactoryRigidBody (UDK)

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UDK Object >> ActorFactory >> ActorFactoryDynamicSM >> ActorFactoryRigidBody
Package:
Engine
Direct subclass:
UTActorFactoryUTKActor
This class in other games:


Properties

Property group 'ActorFactoryRigidBody'

AdditionalVelocity

Type: DistributionVector

If valid, Velocity added to InitialVelocity when creating actor. This is here in addition to InitialVelocity to maintain backwards compatibility.

bDamageAppliesImpulse

Type: bool

Sets the bDamageAppliesImpulse flag on the new Actor.

Default value: True

bEnableStayUprightSpring

Type: bool

Enable 'Stay upright' torque, that tries to keep Z axis of KActor pointing along world Z

bLocalSpaceInitialVelocity

Type: bool

Indicates if the initial velocity settings below should be considered in the world space or local space of the spawn target actor.

bStartAwake

Type: bool

Should spawned Actor start simulating as soon as its created, or be 'asleep' until hit.

Default value: True

InitialAngularVelocity

Type: DistributionVector

If valid, Angular Velocity given to newly spawned Actor.

InitialVelocity

Type: Object.Vector

Velocity that new rigid bodies will have when created. In the ref frame of the spawn target actor.

RBChannel

Type: PrimitiveComponent.ERBCollisionChannel

Allows setting the RBChannel flag on the spawned rigid body's StaticMeshComponent.

Default value: RBCC_GameplayPhysics

StayUprightMaxTorque

Type: float

Max torque that can be applied to try and keep KActor horizontal

Default value: 1500.0

StayUprightTorqueFactor

Type: float

Torque applied to try and keep KActor horizontal.

Default value: 1000.0

Default values

Property Value
AlternateMenuPriority 15
bBlockRigidBody True
bNoEncroachCheck True
CollisionType COLLIDE_BlockAll
GameplayActorClass Class'Engine.KActorSpawnable'
MenuName "Add RigidBody"
MenuPriority 15
NewActorClass Class'Engine.KActor'