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