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Used to emit a radial force or impulse that can affect physics objects and or destructible objects.
| Name | URadialForceComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/PhysicsEngine/RadialForceComponent.h |
| Include Path | #include "PhysicsEngine/RadialForceComponent.h" |
Syntax
UCLASS (HideCategories=(Object, Mobility, LOD, Physics), ClassGroup=Physics,
ShowCategories=Trigger, Meta=(BlueprintSpawnableComponent), MinimalAPI)
class URadialForceComponent : public USceneComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → URadialForceComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
URadialForceComponent
(
const FObjectInitializer& ObjectInitializer |
PhysicsEngine/RadialForceComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIgnoreOwningActor | uint32 | If true, do not apply force/impulse to any physics objects that are part of the Actor that owns this component. | PhysicsEngine/RadialForceComponent.h |
|
| bImpulseVelChange | uint32 | If true, the impulse will ignore mass of objects and will always result in a fixed velocity change | PhysicsEngine/RadialForceComponent.h |
|
| DestructibleDamage | float | If > 0.f, will cause damage to destructible meshes as well | PhysicsEngine/RadialForceComponent.h |
|
| Falloff | TEnumAsByte< enum ERadialImpulseFalloff > | How the force or impulse should fall off as object are further away from the center | PhysicsEngine/RadialForceComponent.h |
|
| ForceStrength | float | How strong the force should be | PhysicsEngine/RadialForceComponent.h |
|
| ImpulseStrength | float | How strong the impulse should be | PhysicsEngine/RadialForceComponent.h |
|
| Radius | float | The radius to apply the force or impulse in | PhysicsEngine/RadialForceComponent.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddCollisionChannelToAffect
(
enum ECollisionChannel CollisionChannel |
Add a collision channel for this radial force to affect | PhysicsEngine/RadialForceComponent.h | |
virtual void AddObjectTypeToAffect
(
TEnumAsByte< enum EObjectTypeQuery > ObjectType |
Add an object type for this radial force to affect | PhysicsEngine/RadialForceComponent.h |
|
virtual void FireImpulse() |
Fire a single impulse | PhysicsEngine/RadialForceComponent.h |
|
virtual void RemoveObjectTypeToAffect
(
TEnumAsByte< enum EObjectTypeQuery > ObjectType |
Remove an object type that is affected by this radial force | PhysicsEngine/RadialForceComponent.h |
|
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void UpdateCollisionObjectQueryParams() |
Update CollisionObjectQueryParams from ObjectTypesToAffect | PhysicsEngine/RadialForceComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay () |
Begins Play for the component. | PhysicsEngine/RadialForceComponent.h | |
virtual void TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. | PhysicsEngine/RadialForceComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
PhysicsEngine/RadialForceComponent.h | ||
virtual void PostLoad() |
PhysicsEngine/RadialForceComponent.h |