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Unreal Engine C++ API Reference > Runtime > Engine > PhysicsEngine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- URadialForceComponent
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/PhysicsEngine/RadialForceComponent.h |
Include | #include "PhysicsEngine/RadialForceComponent.h" |
Syntax
class URadialForceComponent : public USceneComponent
Remarks
Used to emit a radial force or impulse that can affect physics objects and or destructible objects.
Variables
Type | Name | Description | |
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uint32: 1 | bIgnoreOwningActor | If true, do not apply force/impulse to any physics objects that are part of the Actor that owns this component. |
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uint32: 1 | bImpulseVelChange | If true, the impulse will ignore mass of objects and will always result in a fixed velocity change |
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FCollisionObjectQueryParams | CollisionObjectQueryParams | Cached object query params derived from ObjectTypesToAffect |
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float | DestructibleDamage | If > 0.f, will cause damage to destructible meshes as well |
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TEnumAsByte< enum ERadialImpulseFalloff > | Falloff | How the force or impulse should fall off as object are further away from the center |
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float | ForceStrength | How strong the force should be |
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float | ImpulseStrength | How strong the impulse should be |
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TArray< TEnumAsByte< enum EObjectTypeQuery > > | ObjectTypesToAffect | The object types that are affected by this radial force |
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float | Radius | The radius to apply the force or impulse in |
Constructors
Type | Name | Description | |
---|---|---|---|
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URadialForceComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddCollisionChannelToAffect
(
enum ECollisionChannel CollisionChannel |
Add a collision channel for this radial force to affect |
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void | AddObjectTypeToAffect
(
TEnumAsByte< enum EObjectTypeQuery > ObjectType |
Add an object type for this radial force to affect |
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void | FireImpulse () |
Fire a single impulse |
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void | RemoveObjectTypeToAffect
(
TEnumAsByte< enum EObjectTypeQuery > ObjectType |
Remove an object type that is affected by this radial force |
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void | Update CollisionObjectQueryParams from ObjectTypesToAffect |
Overridden from UActorComponent
Type | Name | Description | |
---|---|---|---|
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void | BeginPlay () |
Begins Play for the component. |
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void | TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |