SVehicle¶
Class in Engine · Engine.SVehicle · native, abstract
Object › Actor › Pawn › Vehicle › SVehicle
Using it from Lua
Structs¶
VehicleState
| Field | Type |
|---|---|
RBState | RigidBodyState |
ServerBrake | byte |
ServerGas | byte |
ServerSteering | byte |
ServerRise | byte |
bServerHandbrake | bool |
ServerView | int |
Properties¶
| Name | Type | Notes |
|---|---|---|
AngErrorAccumulator | float | const, native |
BaseOffset | vector | |
bCanFlip | bool | |
bChassisTouchingGround | bool | const |
bFlipRight | bool | |
bHoldingDownHandbrake | bool | |
bIsInverted | bool | const |
bIsUprighting | bool | |
bOutputHandbrake | bool | |
bStayUpright | bool | |
bUpdateWheelShapes | bool | |
bUseSuspensionAxis | bool | |
bVehicleOnGround | bool | const |
bVehicleOnWater | bool | const |
bWasChassisTouchingGroundLastTick | bool | const |
CamDist | float | |
CollisionIntervalSecs | float | |
CollisionSound | SoundCue | |
COMOffset | vector | |
DriverViewPitch | int | |
DriverViewYaw | int | |
EngineSound | AudioComponent | const, editconst |
EngineStartOffsetSecs | float | const |
EngineStopOffsetSecs | float | const |
EnterVehicleSound | SoundCue | |
ExitVehicleSound | SoundCue | |
ForwardVel | float | |
HeavySuspensionShiftPercent | float | |
InertiaTensorMultiplier | vector | |
LastCollisionSoundTime | float | |
LatAngleVolumeMult | float | const |
MaxAngularVelocity | float | |
MaxSpeed | float | |
NumPoweredWheels | int | |
OutputBrake | float | |
OutputGas | float | |
OutputRise | float | |
OutputSteering | float | |
RadialImpulseScaling | float | |
SimObj | SVehicleSimBase | const |
SquealLatThreshold | float | const |
SquealSound | AudioComponent | const, editconst |
SquealThreshold | float | const |
StayUprightConstraintInstance | RB_ConstraintInstance | |
StayUprightConstraintSetup | RB_StayUprightSetup | |
StayUprightDamping | float | |
StayUprightPitchResistAngle | float | |
StayUprightRollResistAngle | float | |
StayUprightStiffness | float | |
TimeOffGround | float | const |
UprightLiftStrength | float | |
UprightStartTime | float | |
UprightTime | float | |
UprightTorqueStrength | float | |
VState | VehicleState | const, native |
Wheels | array<SVehicleWheel> |
Functions¶
| Name | Declaration |
|---|---|
AddForce | native function AddForce(Vector Force) |
AddImpulse | native function AddImpulse(Vector Impulse) |
AddTorque | native function AddTorque(Vector Torque) |
AddVelocity | function AddVelocity(vector NewVelocity, vector HitLocation, class<DamageType> DamageType, optional TraceHitInfo HitInfo) |
CalcCamera | simulated function bool CalcCamera(float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV) |
Destroyed | simulated event Destroyed() |
Died | function bool Died(Controller Killer, class<DamageType> DamageType, vector HitLocation) |
DisplayDebug | simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos) |
DisplayWheelsDebug | simulated function DisplayWheelsDebug(HUD HUD, float YL) |
DrivingStatusChanged | simulated function DrivingStatusChanged() |
GetDefaultCameraMode | simulated function name GetDefaultCameraMode(PlayerController RequestedBy) |
GetSVehicleDebug | simulated function GetSVehicleDebug() |
HasWheelsOnGround | native simulated function bool HasWheelsOnGround() |
HermiteEval | simulated function float HermiteEval(float Slip) |
InitVehicleRagdoll | native function InitVehicleRagdoll(SkeletalMesh RagdollMesh, PhysicsAsset RagdollPhysAsset, vector ActorMove, bool bClearAnimTree) |
IsSleeping | native function bool IsSleeping() |
PostBeginPlay | simulated event PostBeginPlay() |
PostInitAnimTree | simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp) |
PostTeleport | function PostTeleport(Teleporter OutTeleporter) |
RigidBodyCollision | simulated event RigidBodyCollision(PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex) |
SetWheelCollision | final native function SetWheelCollision(int WheelNum, bool bCollision) |
StartEngineSound | simulated function StartEngineSound() |
StartEngineSoundTimed | simulated function StartEngineSoundTimed() |
StopEngineSound | simulated function StopEngineSound() |
StopEngineSoundTimed | simulated function StopEngineSoundTimed() |
StopVehicleSounds | simulated function StopVehicleSounds() |
SuspensionHeavyShift | simulated event SuspensionHeavyShift(float Delta) |
TakeRadiusDamage | simulated function TakeRadiusDamage(Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser, optional float DamageFalloffExponent = 1.f) |
TryToDrive | function bool TryToDrive(Pawn P) |
TurnOff | simulated function TurnOff() |
VehiclePlayEnterSound | simulated function VehiclePlayEnterSound() |
VehiclePlayExitSound | simulated function VehiclePlayExitSound() |
Default values¶
TickGroup=TG_PostAsyncWork
CollisionComponent=SVehicleMesh
Mesh=SVehicleMesh
BaseOffset=(Z=128)
CamDist=512
Physics=PHYS_RigidBody
bEdShouldSnap=true
bStatic=false
bCollideActors=true
bCollideWorld=true
bProjTarget=true
bBlockActors=true
bWorldGeometry=false
bCanBeBaseForPawns=true
bAlwaysRelevant=false
RemoteRole=ROLE_SimulatedProxy
bNetInitialRotation=true
bBlocksTeleport=TRUE
StayUprightConstraintSetup=MyStayUprightSetup
StayUprightConstraintInstance=MyStayUprightConstraintInstance
MaxSpeed=2500
MaxAngularVelocity=75000.0
InertiaTensorMultiplier=(x=1.0,y=1.0,z=1.0)
bCanFlip=true
UprightLiftStrength = 225.0
UprightTorqueStrength = 50.0
UprightTime = 1.5
bIsUprighting = false
SquealThreshold = 250.0
SquealLatThreshold=250.0f
LatAngleVolumeMult=1.0f
EngineStartOffsetSecs = 2.0
EngineStopOffsetSecs = 1.0
HeavySuspensionShiftPercent=0.5f
RadialImpulseScaling=1.0
Inherited¶
| From | Members |
|---|---|
| Vehicle | 35 properties, 52 functions |
| Pawn | 186 properties, 228 functions |
| Actor | 156 properties, 262 functions |
| Object | 13 properties, 308 functions |