UE3:PhysicsVolume (UDK)
- Package:
- Engine
- Direct subclasses:
- DefaultPhysicsVolume, DynamicPhysicsVolume, ForcedDirVolume, GravityVolume, LadderVolume, UTKillZVolume, UTScriptedBotVolume, WaterVolume
- This class in other games:
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PhysicsVolume: a bounding volume which affects actor physics Each Actor is affected at any time by one PhysicsVolume
Properties
Property group 'PhysicsVolume'
bAIShouldIgnorePain
Type: bool
if this is TRUE AI should not treat paths inside this volume differently even if the volume causes pain
bBounceVelocity
Type: bool
this velocity zone should bounce actors that land in it
bCrowdAgentsPlayDeathAnim
Type: bool
If TRUE, crowd agents entering this volume play their death animation.
bDestructive
Type: bool
Destroys most actors which enter it.
bEntryPain
Type: bool
if bPainCausing, cause pain when something enters the volume in addition to damage each second
Default value: True
bMoveProjectiles
Type: bool
this velocity zone should impart velocity to projectiles and effects
bNeutralZone
Type: bool
Players can't take damage in this zone.
bNoInventory
Type: bool
bPainCausing
Type: bool
Zone causes pain.
bPhysicsOnContact
Type: bool
By default, the origin of an Actor must be inside a PhysicsVolume for it to affect it. If this flag is true though, if this Actor touches the volume at all, it will affect it.
bVelocityAffectsWalking
Type: bool
Default value: True
DamagePerSec
Type: float
DamageType
Type: class<DamageType>
Default value: Class'Engine.DamageType'
FluidFriction
Type: float
Default value: 0.3
GroundFriction
Type: float
Default value: 8.0
MaxDampingForce
Type: float
Applies a cap on the maximum damping force that is applied to objects.
Default value: 1000000.0
PainInterval
Type: float
If pain causing, time between damage applications.
Default value: 1.0
Priority
Type: int
determines which PhysicsVolume takes precedence if they overlap
RigidBodyDamping
Type: float
This controls the force that will be applied to PHYS_RigidBody objects in this volume to get them to match the ZoneVelocity.
TerminalVelocity
Type: float
Default value: 3500.0
ZoneVelocity
Type: Object.Vector
Modifiers: interp
Internal variables
BACKUP_bPainCausing
Type: bool
bWaterVolume
Type: bool
DamageInstigator
Type: Controller
Controller that gets credit for any damage caused by this volume
NextPhysicsVolume
Type: PhysicsVolume
PainTimer
Type: Info
Default values
Property | Value |
---|---|
bAlwaysRelevant | True |
bForceAllowKismetModification | True |
bOnlyDirtyReplication | True |
CollisionType | COLLIDE_TouchAll |
NetUpdateFrequency | 0.1 |
Subobjects
BrushComponent0
Class: Engine.BrushComponent
Inherits from: Volume.BrushComponent0
Property | Value |
---|---|
BlockZeroExtent | True |
ReplacementPrimitive | None |
Structs
CheckpointRecord
- bool bPainCausing
Functions
Native functions
GetGravityZ
Overrides: Actor.GetGravityZ
Get gravity currently affecting this actor
GetZoneVelocityForActor
Events
ActorEnteredVolume
ActorLeavingVolume
CollisionChanged
Overrides: Volume.CollisionChanged
Called when collision values change for this actor (via SetCollision/SetCollisionSize).
PawnEnteredVolume
PawnLeavingVolume
PhysicsChangedFor
PostBeginPlay
Overrides: Volume.PostBeginPlay
Reset
Overrides: Actor.Reset
Touch
Overrides: Actor.Touch
Other instance functions
ApplyCheckpointRecord
CausePainTo
CreateCheckpointRecord
ModifyPlayer
called from GameInfo::SetPlayerDefaults() on the Pawn's PhysicsVolume after the its default movement properties have been restored allows the volume to reapply any movement modifiers on the Pawn
NotifyPawnBecameViewTarget
notification when a Pawn inside this volume becomes the ViewTarget for a PlayerController
OnSetDamageInstigator
Kismet hook to set DamageInstigator
OnToggle
Overrides: Volume.OnToggle
ShouldSaveForCheckpoint
TimerPop