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