UE3:SVehicle properties (UT3)
- SVehicle properties in other games:
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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
Subobjects
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: Vehicle.CollisionCylinder
No new values.
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 |
| ||||||||||
ScriptRigidBodyCollisionThreshold | 250.0 |