UE3:DefaultPhysicsVolume (UT3): Difference between revisions
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m formatting fixes for U2XMP version |
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| {{tl|ETickingGroup||Object|TG_DuringAsyncWork}} | | {{tl|ETickingGroup||Object|TG_DuringAsyncWork}} | ||
|</noinclude>} | |</noinclude>} | ||
'''Note:''' At runtime the DefaultPhysicsVolume actually has <code>bNoDelete=True</code> to prevent accidental destruction and <code>Priority=-1000000</code> so other {{cl|PhysicsVolume}}s are always rated higher. | |||
<noinclude> | <noinclude> | ||
===Subobjects=== | ===Subobjects=== | ||
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''No new values.'' | ''No new values.'' | ||
</noinclude> | </noinclude> | ||
==Events== | ==Events== | ||
====Destroyed==== | ====Destroyed==== |
Latest revision as of 02:19, 12 July 2010
Object >> Actor >> Brush >> Volume >> PhysicsVolume >> DefaultPhysicsVolume |
- Package:
- Engine
- This class in other games:
The default physics volume for areas of the level with not contained in any mapper-placed physics volume. This class should never be spawned or destroyed by UnrealScript code. Exactly one instance of this class is created at level startup to ensure the Actor.PhysicsVolume property always contains a value other than None.
Default values
Property | Value |
---|---|
bNoDelete | False |
bStatic | False |
TickGroup | TG_DuringAsyncWork |
Note: At runtime the DefaultPhysicsVolume actually has bNoDelete=True
to prevent accidental destruction and Priority=-1000000
so other PhysicsVolumes are always rated higher.
Subobjects
BrushComponent0
Class: Engine.BrushComponent
Inherits from: PhysicsVolume.BrushComponent0
No new values.
Events
Destroyed
event Destroyed ()
Overrides: Actor.Destroyed
Crashes the game on purpose. The DefaultPhysicsVolume must not be destroyed during the game.