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| Name | ARadialForceActor |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/PhysicsEngine/RadialForceActor.h |
| Include Path | #include "PhysicsEngine/RadialForceActor.h" |
Syntax
UCLASS (MinimalAPI, HideCategories=(Collision, Input),
ShowCategories=("Input|MouseInput", "Input|TouchInput"), ComponentWrapperClass)
class ARadialForceActor : public ARigidBodyBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → ARigidBodyBase → ARadialForceActor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ARadialForceActor
(
const FObjectInitializer& ObjectInitializer |
PhysicsEngine/RadialForceActor.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ForceComponent | TObjectPtr< class URadialForceComponent > | Force component | PhysicsEngine/RadialForceActor.h |
|
| SpriteComponent | TObjectPtr< UBillboardComponent > | PhysicsEngine/RadialForceActor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void DisableForce() |
PhysicsEngine/RadialForceActor.h |
|
|
virtual void EnableForce() |
PhysicsEngine/RadialForceActor.h |
|
|
virtual void FireImpulse() |
BEGIN DEPRECATED (use component functions now in level script) | PhysicsEngine/RadialForceActor.h |
|
URadialForceComponent * GetForceComponent() |
Returns ForceComponent subobject | PhysicsEngine/RadialForceActor.h | |
UBillboardComponent * GetSpriteComponent() |
Returns SpriteComponent subobject | PhysicsEngine/RadialForceActor.h | |
virtual void ToggleForce() |
PhysicsEngine/RadialForceActor.h |
|
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void EditorApplyScale
(
const FVector& DeltaScale, |
Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation. | PhysicsEngine/RadialForceActor.h |