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API > API/Plugins > API/Plugins/ChaosModularVehicleEngine > API/Plugins/ChaosModularVehicleEngine/ChaosModularVehicle
Inheritance Hierarchy
- UPawnMovementComponent
- UModularVehicleBaseComponent
References
| Module | ChaosModularVehicleEngine |
| Header | /Engine/Plugins/Experimental/ChaosModularVehicle/Source/ChaosModularVehicleEngine/Public/ChaosModularVehicle/ModularVehicleBaseComponent.h |
| Include | #include "ChaosModularVehicle/ModularVehicleBaseComponent.h" |
Syntax
UCLASS (ClassGroup=(Physics), Meta=(BlueprintSpawnableComponent),
HideCategories=(PlanarMovement, "Components|Movement|Planar", Activation, "Components|Activation"))
class UModularVehicleBaseComponent : public UPawnMovementComponent
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< AActor * > | ActorsToIgnore | ||
| float | AngularDamping | Use to naturally decelerate angular velocity of objects | |
| FVector | AutoAddOverlappingBoxSize | The size of the overlap box testing for nearby components in the world | |
| bool | bAutoAddComponentsFromWorld | Grab nearby components and add them to the cluster union representing the vehicle | |
| bool | bKeepVehicleAwake | ||
| bool | bRequiresControllerForInputs | Bypass the need for a controller in order for the controls to be processed. | |
| bool | bSuspensionTraceComplex | ||
| UClusterUnionComponent * | ClusterUnionComponent | ||
| TMap< TObjectKey< USceneComponent >, FVehicleComponentData > | ComponentToPhysicsObjects | ||
| TArray< FConstructionData > | ConstructionDatas | ||
| FModularVehicleAsyncInput * | CurAsyncInput | ||
| FModularVehicleAsyncOutput * | CurAsyncOutput | ||
| EChaosAsyncVehicleDataType | CurAsyncType | ||
| int32 | CurrentGear | The currently selected gear. | |
| int32 | DelayClusteringCount | ||
| float | EngineRPM | The engine RPM. | |
| float | EngineTorque | The engine Torque. | |
| int32 | GearInput | Latest gear selected | |
| TArray< FModuleInputSetup > | InputConfig | ||
| TSubclassOf< UVehicleInputProducerBase > | InputProducerClass | ||
| float | LinearDamping | Use to naturally decelerate linear velocity of objects | |
| TObjectPtr< UNetworkPhysicsComponent > | NetworkPhysicsComponent | ||
| FModularVehicleAsyncOutput * | NextAsyncOutput | ||
| float | OutputInterpAlpha | ||
| TArray< FAsyncOutputWrapper > | OutputsWaitingOn | ||
| TUniquePtr< FPhysicsVehicleOutput > | PVehicleOutput | ||
| FModularReplicatedState | ReplicatedState | Replicated state of vehicle | |
| FCollisionResponseContainer | SuspensionTraceCollisionResponses | ||
| ETraceType | TraceType | Wheel suspension trace type, defaults to ray trace | |
| TEnumAsByte< ESimTreeProcessingOrder > | TreeProcessingOrder | ||
| TUniquePtr< FModularVehicleSimulationCU > | VehicleSimulationPT |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UModularVehicleBaseComponent
(
const FObjectInitializer& ObjectInitializer |
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| TArray< FModuleAnimationSetup > & | |||
| void | ActionTreeUpdates
(
Chaos::FSimTreeUpdates* NextTreeUpdates |
#TODO reinstate? virtual void GenerateInputModifiers(const TArray |
|
| void | AddActorsToIgnore
(
TArray< AActor* >& ActorsIn |
||
| void | AddComponentToSimulation
(
UPrimitiveComponent* Component, |
Adds any associated simulation components to the ModularVehicleSimulation | |
| void | |||
| void | |||
| void | AssimilateComponentInputs
(
TArray< FModuleInputSetup >& OutCombinedInputs |
||
| void | BeginPlay () |
||
| void | CreateAssociatedSimComponents
(
USceneComponent* AttachedComponent, |
||
| void | |||
| void | |||
| void | |||
| bool | FindAndRemoveNextPendingUpdate
(
int32 NextIndex, |
||
| int32 | FindComponentAddOrder
(
UPrimitiveComponent* InComponent |
||
| int32 | FindParentsLastSimComponent
(
const USceneComponent* AttachedComponent |
||
| const FTransform & | |||
| int32 | |||
| TObjectPtr< UVehicleInputProducerBase > | |||
| void | GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
||
| const TArray< FModuleAnimationSetup > & | |||
| IPhysicsProxyBase * | |||
| APlayerController * | |||
| ESimTreeProcessingOrder | |||
| bool | |||
| bool | IsReversing () |
||
| void | |||
| void | |||
| void | |||
| void | ParallelUpdate
(
float DeltaTime |
||
| TUniquePtr< FPhysicsVehicleOutput > & | |||
| void | PreTickGT
(
float DeltaTime |
||
| void | ProcessControls
(
float DeltaTime |
Handle stand-alone and networked mode control inputs | |
| void | ProduceInput
(
int32 PhysicsStep, |
||
| void | RemoveActorsToIgnore
(
TArray< AActor* >& ActorsIn |
||
| void | RemoveComponentFromSimulation
(
UPrimitiveComponent* Component, |
Removes any associated simulation components from the ModularVehicleSimulation | |
| void | ServerUpdateState
(
const FModuleInputContainer& InputsIn, |
Pass current state to server | |
| void | SetClusterComponent
(
UClusterUnionComponent* InPhysicalComponent |
||
| TUniquePtr< FModularVehicleAsyncInput > | SetCurrentAsyncData
(
int32 InputIdx, |
||
| void | SetCurrentAsyncDataInternal
(
FModularVehicleAsyncInput* CurInput, |
||
| void | SetGearInput
(
int32 Gear |
Set the gear directly | |
| void | |||
| void | CONTROLSvoid SetInput(const FName& Name, const FModuleInputValue& Value); | ||
| void | |||
| void | |||
| void | SetInputAxis1D
(
const FName Name, |
||
| void | SetInputAxis2D
(
const FName Name, |
||
| void | SetInputAxis3D
(
const FName Name, |
||
| void | SetInputBool
(
const FName Name, |
||
| void | SetInputProducerClass
(
TSubclassOf< UVehicleInputProducerBase > InInputProducerClass |
Sets the input producer class and creates an input producer if one doesn't exist. | |
| void | SetLocallyControlled
(
bool bLocallyControlledIn |
||
| void | SetTreeProcessingOrder
(
ESimTreeProcessingOrder TreeProcessingOrderIn |
||
| void | |||
| void | SetWheelTraceAllChannels
(
ECollisionResponse NewResponse |
Set all channels to the specified response - for wheel raycasts | |
| void | SetWheelTraceResponseToChannel
(
ECollisionChannel Channel, |
Set the response of this body to the supplied settings - for wheel raycasts | |
| bool | |||
| void | ShowDebugInfo
(
AHUD* HUD, |
||
| void | TickComponent
(
float DeltaTime, |
||
| void | Update
(
float DeltaTime |
||
| void | |||
| void | UpdateState
(
float DeltaTime |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FAsyncOutputWrapper |
Typedefs
| Name | Description |
|---|---|
| FInputNameMap |