| AngularDragCoefficient |
float |
Coefficient for applying angular drag that resists the rotation of the object |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category=Buoyancy
- Meta=(EditCondition="bApplyDragForcesInWater")
|
| bAllowCurrentWhenMovingFastUpstream |
bool |
Apply the current when moving at high speeds upstream. Disable for vehicles to have more control |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category="Buoyancy | River Behavior"
- Meta=(EditCondition="bApplyRiverForces")
|
| bAlwaysAllowLateralPush |
bool |
Allow an object to be pushed laterally regardless of the forward movement speed through the river |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category="Buoyancy | River Behavior"
- Meta=(EditCondition="bApplyRiverForces")
|
| bApplyDownstreamAngularRotation |
bool |
Apply torque to align the object along the downstream direction of the river |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category="Buoyancy | River Behavior"
- Meta=(EditCondition="bApplyRiverForces")
|
| bApplyDragForcesInWater |
bool |
|
BuoyancyTypes.h |
- EditDefaultsOnly
- Category=Buoyancy
|
| bApplyRiverForces |
bool |
Whether we should apply river forces such as downstream push and shore push |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category="Buoyancy | River Behavior"
|
| bCenterPontoonsOnCOM |
bool |
If true, center pontoons around center of mass when using relative locations (not used when pontoon locations are specified via sockets) |
BuoyancyTypes.h |
- EditDefaultsOnly
- BlueprintReadOnly
- Category=Buoyancy
|
| BuoyancyCoefficient |
float |
Increases buoyant force applied on each pontoon. |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category=Buoyancy
|
| BuoyancyDamp |
float |
Damping factor to scale damping based on Z velocity. |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category=Buoyancy
|
| BuoyancyDamp2 |
float |
Second Order Damping factor to scale damping based on Z velocity. |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category=Buoyancy
|
| BuoyancyRampMax |
float |
Maximum value that buoyancy can ramp to (at or beyond max velocity). |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category=Buoyancy
|
| BuoyancyRampMaxVelocity |
float |
Maximum velocity until which the buoyancy can ramp up. |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category=Buoyancy
|
| BuoyancyRampMinVelocity |
float |
Minimum velocity to start applying a ramp to buoyancy. |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category=Buoyancy
|
| DownstreamAxisOfRotation |
FVector |
The axis with respect to the object that the downstream angular rotation should be aligned |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category="Buoyancy | River Behavior"
- Meta=(EditCondition="bApplyRiverForces && bApplyDownstreamAngularRotation")
|
| DownstreamMaxAcceleration |
float |
Maximum torque to apply per update for downstream rotation |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category="Buoyancy | River Behavior"
- Meta=(EditCondition="bApplyRiverForces && bApplyDownstreamAngularRotation")
|
| DownstreamRotationAngularDamping |
float |
Damping of the spring used to align the object along the downstream direction |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category="Buoyancy | River Behavior"
- Meta=(EditCondition="bApplyRiverForces && bApplyDownstreamAngularRotation")
|
| DownstreamRotationStiffness |
float |
Stiffness of the spring used to align the object along the downstream direction |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category="Buoyancy | River Behavior"
- Meta=(EditCondition="bApplyRiverForces && bApplyDownstreamAngularRotation")
|
| DownstreamRotationStrength |
float |
Strength of the downstream angular rotation application |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category="Buoyancy | River Behavior"
- Meta=(EditCondition="bApplyRiverForces && bApplyDownstreamAngularRotation", ClampMin=0.0f, ClampMax=1.0f)
|
| DragCoefficient |
float |
Coefficient for applying linear drag based on speed |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category=Buoyancy
- Meta=(EditCondition="bApplyDragForcesInWater")
|
| DragCoefficient2 |
float |
Coefficient for applying linear drag based on the square of the speed |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category=Buoyancy
- Meta=(EditCondition="bApplyDragForcesInWater")
|
| MaxBuoyantForce |
float |
Maximum buoyant force in the Up direction. |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category=Buoyancy
|
| MaxDragSpeed |
float |
Max speed for which drag force is applied |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category=Buoyancy
- Meta=(EditCondition="bApplyDragForcesInWater")
|
| MaxShorePushForce |
float |
Maximum push force that can be applied by riverths towards the center or edge. |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category="Buoyancy | River Behavior"
- Meta=(EditCondition="bApplyRiverForces")
|
| MaxWaterForce |
float |
Maximum push force that can be applied by rivers. |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category="Buoyancy | River Behavior"
- Meta=(EditCondition="bApplyRiverForces")
|
| Pontoons |
TArray< FSphericalPontoon > |
|
BuoyancyTypes.h |
- EditDefaultsOnly
- BlueprintReadOnly
- Category=Buoyancy
|
| RiverPontoonIndex |
int |
Pontoon to calculate water forces from. |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category="Buoyancy | River Behavior"
- Meta=(EditCondition="bApplyRiverForces", ClampMin=0)
|
| RiverTraversalPathWidth |
float |
Path width along the inside of the river which the object should traverse |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category="Buoyancy | River Behavior"
- Meta=(EditCondition="bApplyRiverForces", ClampMin=1.0f)
|
| WaterShorePushFactor |
float |
Coefficient for nudging objects to shore in Rivers (for perf reasons). |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category="Buoyancy | River Behavior"
- Meta=(EditCondition="bApplyRiverForces")
|
| WaterVelocityStrength |
float |
Coefficient for applying push force in rivers. |
BuoyancyTypes.h |
- EditDefaultsOnly
- Category="Buoyancy | River Behavior"
- Meta=(EditCondition="bApplyRiverForces")
|