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SVehicle

Class in Engine · Engine.SVehicle · native, abstract

Object › Actor › Pawn › Vehicle › SVehicle

Using it from Lua
h7.find_all("SVehicle")            -- live instances
h7.find_class("Engine.SVehicle")   -- the class
h7.hook("Engine.SVehicle.AddForce", fn)

Structs

VehicleState

FieldType
RBStateRigidBodyState
ServerBrakebyte
ServerGasbyte
ServerSteeringbyte
ServerRisebyte
bServerHandbrakebool
ServerViewint

Properties

NameTypeNotes
AngErrorAccumulatorfloatconst, native
BaseOffsetvector
bCanFlipbool
bChassisTouchingGroundboolconst
bFlipRightbool
bHoldingDownHandbrakebool
bIsInvertedboolconst
bIsUprightingbool
bOutputHandbrakebool
bStayUprightbool
bUpdateWheelShapesbool
bUseSuspensionAxisbool
bVehicleOnGroundboolconst
bVehicleOnWaterboolconst
bWasChassisTouchingGroundLastTickboolconst
CamDistfloat
CollisionIntervalSecsfloat
CollisionSoundSoundCue
COMOffsetvector
DriverViewPitchint
DriverViewYawint
EngineSoundAudioComponentconst, editconst
EngineStartOffsetSecsfloatconst
EngineStopOffsetSecsfloatconst
EnterVehicleSoundSoundCue
ExitVehicleSoundSoundCue
ForwardVelfloat
HeavySuspensionShiftPercentfloat
InertiaTensorMultipliervector
LastCollisionSoundTimefloat
LatAngleVolumeMultfloatconst
MaxAngularVelocityfloat
MaxSpeedfloat
NumPoweredWheelsint
OutputBrakefloat
OutputGasfloat
OutputRisefloat
OutputSteeringfloat
RadialImpulseScalingfloat
SimObjSVehicleSimBaseconst
SquealLatThresholdfloatconst
SquealSoundAudioComponentconst, editconst
SquealThresholdfloatconst
StayUprightConstraintInstanceRB_ConstraintInstance
StayUprightConstraintSetupRB_StayUprightSetup
StayUprightDampingfloat
StayUprightPitchResistAnglefloat
StayUprightRollResistAnglefloat
StayUprightStiffnessfloat
TimeOffGroundfloatconst
UprightLiftStrengthfloat
UprightStartTimefloat
UprightTimefloat
UprightTorqueStrengthfloat
VStateVehicleStateconst, native
Wheelsarray<SVehicleWheel>

Functions

NameDeclaration
AddForcenative function AddForce(Vector Force)
AddImpulsenative function AddImpulse(Vector Impulse)
AddTorquenative function AddTorque(Vector Torque)
AddVelocityfunction AddVelocity(vector NewVelocity, vector HitLocation, class<DamageType> DamageType, optional TraceHitInfo HitInfo)
CalcCamerasimulated function bool CalcCamera(float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV)
Destroyedsimulated event Destroyed()
Diedfunction bool Died(Controller Killer, class<DamageType> DamageType, vector HitLocation)
DisplayDebugsimulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos)
DisplayWheelsDebugsimulated function DisplayWheelsDebug(HUD HUD, float YL)
DrivingStatusChangedsimulated function DrivingStatusChanged()
GetDefaultCameraModesimulated function name GetDefaultCameraMode(PlayerController RequestedBy)
GetSVehicleDebugsimulated function GetSVehicleDebug()
HasWheelsOnGroundnative simulated function bool HasWheelsOnGround()
HermiteEvalsimulated function float HermiteEval(float Slip)
InitVehicleRagdollnative function InitVehicleRagdoll(SkeletalMesh RagdollMesh, PhysicsAsset RagdollPhysAsset, vector ActorMove, bool bClearAnimTree)
IsSleepingnative function bool IsSleeping()
PostBeginPlaysimulated event PostBeginPlay()
PostInitAnimTreesimulated event PostInitAnimTree(SkeletalMeshComponent SkelComp)
PostTeleportfunction PostTeleport(Teleporter OutTeleporter)
RigidBodyCollisionsimulated event RigidBodyCollision(PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex)
SetWheelCollisionfinal native function SetWheelCollision(int WheelNum, bool bCollision)
StartEngineSoundsimulated function StartEngineSound()
StartEngineSoundTimedsimulated function StartEngineSoundTimed()
StopEngineSoundsimulated function StopEngineSound()
StopEngineSoundTimedsimulated function StopEngineSoundTimed()
StopVehicleSoundssimulated function StopVehicleSounds()
SuspensionHeavyShiftsimulated event SuspensionHeavyShift(float Delta)
TakeRadiusDamagesimulated function TakeRadiusDamage(Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser, optional float DamageFalloffExponent = 1.f)
TryToDrivefunction bool TryToDrive(Pawn P)
TurnOffsimulated function TurnOff()
VehiclePlayEnterSoundsimulated function VehiclePlayEnterSound()
VehiclePlayExitSoundsimulated 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

FromMembers
Vehicle35 properties, 52 functions
Pawn186 properties, 228 functions
Actor156 properties, 262 functions
Object13 properties, 308 functions