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# Engine.HavokRigidBody

Extends
  HavokObject
Modifiers
  editinlinenew native

    Core.Object
    |
    +-- Engine.HavokObject
       |
       +-- Engine.HavokRigidBody

#### Direct Known Subclasses:

> VehicleHavokData

Constants Summary
HavokCollisionLayer_All | = | 0
HavokCollisionLayer_Debris | = | 7
HavokCollisionLayer_Dynamic | = | 2
HavokCollisionLayer_Keyframed | = | 5
HavokCollisionLayer_Static | = | 1

Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RF_Unnamed

Variables Summary
int | hkEntityPtr
int | hkUprightConstraintPtr
HavokRigidBody
bool | bClientOnly
bool | bHighDetailOnly
bool | hkActive
float | hkAngularDamping
vector | hkAngularVel
int | hkCollisionLayer
int | hkCollisionSubpartID
int | hkCollisionSubpartIgnoreID
int | hkCollisionSystemGroup
EOrientationConstraint | hkForceUpright
float | hkForceUprightDamping
float | hkForceUprightStrength
float | hkFriction
bool | hkKeyframed
float | hkLinearDamping
vector | hkLinearVel
float | hkMass
float | hkRestitution
bool | hkStabilizedInertia

Inherited Variables from Engine.HavokObject
hkInitCalled

Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary
EOrientationConstraint HKOC_Free, HKOC_ConstrainX, HKOC_ConstrainY, HKOC_ConstrainZ, HKOC_ConstrainXYZ,

Inherited Enumerations from Core.Object
EAxis, ECamOrientation, ESheerAxis

Structures Summary

Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, GameSpyServerData, Guid, IntegerRange, InterpCurve, InterpCurvePoint, MatCoords, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, Vector

Functions Summary

Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllClasses, AllEditableProperties, Allocate, AllProperties, AppSeconds, Asc, Asin, AssertWithDescription, Atan, BeginState, CanSLog, Caps, Chr, Clamp, ClassConstruct, ClassIsChildOf, ClockwiseFrom, CommonBase, Construct, Cos, Cross, DecodeFromURL, Disable, Div, Dot, DynamicFindObject, DynamicLoadObject, Enable, EncodeForURL, EndState, Eval, Exp, FClamp, FindObject, FlushConfig, FMax, FMin, FRand, GetAxes, GetBuildNumber, GetEnum, GetMinCompatibleBuildNumber, GetPropertyText, GetStateName, GetSuperClass, GetUnAxes, GotoState, Hash, HasUnicode, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Inverse, Invert, IsA, IsInState, IsNearlyZero, IsUTracing, IsValidForURL, IsZero, Left, Len, Lerp, Localize, Locs, Log, Loge, LogGuardStack, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NullReferences, OrthoRotation, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatToRotator, Rand, RandRange, Repl, replaceStr, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, SetUTracing, Sin, Sleep, SLog, Smerp, Split, Sqrt, Square, StaticSaveConfig, StrCmp, Tan, VDist, VDistSquared, VRand, VSize, VSize2D, VSizeSquared, VSizeSquared2D, Warn, ^, ^^, |, ||, ~, ~=

Constants Detail

#### HavokCollisionLayer_All Source code

const HavokCollisionLayer_All = 0;

> // LAYER_STATIC = 1, (default for landscape), does not collide with its own group or static // LAYER_DYNAMIC = 2, (default for free moving rigid bodies), // LAYER_KEYFRAME = 5, (default for keyframed (Movers etc) and the Player Pawn), does not collide with its own group or static // LAYER_FAST_DEBRIS = 7, nothing in it by default, does not collide with its own group. // // See LevelInfo.HavokSetCollisionLayerEnabled(int layerA, int layerB, bool enabled, bool updateWorldInfo)

#### HavokCollisionLayer_Debris Source code

const HavokCollisionLayer_Debris = 7;

#### HavokCollisionLayer_Dynamic Source code

const HavokCollisionLayer_Dynamic = 2;

#### HavokCollisionLayer_Keyframed Source code

const HavokCollisionLayer_Keyframed = 5;

#### HavokCollisionLayer_Static Source code

const HavokCollisionLayer_Static = 1;

Variables Detail

#### hkEntityPtr Source code

var const transient int hkEntityPtr;

#### hkUprightConstraintPtr Source code

var const transient int hkUprightConstraintPtr;

### HavokRigidBody

#### bClientOnly Source code

var(HavokRigidBody) bool bClientOnly;

> If true, the object's physics will be disabled when running on a server (i.e., it will only be physical on clients)

#### bHighDetailOnly Source code

var(HavokRigidBody) bool bHighDetailOnly;

> If true, the object will have physics disabled if the level's physics setting is less than PDL_High, or if running on a dedicated server.

#### hkActive Source code

var(HavokRigidBody) bool hkActive;

> If true, the object will be 'physical' as soon as the level starts (e.g., it will fall to the ground, etc). If false, it will be inactive until it is activated (i.e., it will float in space something collides with it, etc.)

#### hkAngularDamping Source code

var(HavokRigidBody) float hkAngularDamping;

> Controls how much damping is applied to angular velocity. Values are usually very small, and 0 means 'no damping'

#### hkAngularVel Source code

var(HavokRigidBody) vector hkAngularVel;

> The initial angular velocity of the object.\r\n\r\nWARNING: this value must be in Unreal units, not radians/second (1 radian = 10430.2192 Unreal angular units).

#### hkCollisionLayer Source code

var(HavokRigidBody) int hkCollisionLayer;

> The collision layer in which this object resides. Supported values are:\r\n\r\n0 = no filtering, collides with everything\r\n\r\n1 = does not collide with its own group or static (default for static objects and landscape)\r\n\r\n2 = collides with everything (default for free moving rigid bodies)\r\n\r\n5 = does not collide with its own group or static objects (default for keyframed (Movers etc) and the Player Pawn),\r\n\r\n7 = does not collide with its own group (nothing in it by default, intended for fast debris).

#### hkCollisionSubpartID Source code

var(HavokRigidBody) int hkCollisionSubpartID;

#### hkCollisionSubpartIgnoreID Source code

var(HavokRigidBody) int hkCollisionSubpartIgnoreID;

#### hkCollisionSystemGroup Source code

var(HavokRigidBody) int hkCollisionSystemGroup;

#### hkForceUpright Source code

var(HavokRigidBody) EOrientationConstraint hkForceUpright;

#### hkForceUprightDamping Source code

var(HavokRigidBody) float hkForceUprightDamping;

> Governs how quickly the oscillation along the vertical axis settles down. Low values create springy behavior, while high values will reduce any oscillations very quickly with the size of the oscillations getting much smaller each time. Values can range from 0 to 1

#### hkForceUprightStrength Source code

var(HavokRigidBody) float hkForceUprightStrength;

> Governs how quickly an object bounces back when tilted away from its upright axis. Higher values mean that the object recovers more quickly. Values can range from 0 to 1

#### hkFriction Source code

var(HavokRigidBody) float hkFriction;

> Controls how sticky the object is. Minimum value is 0 and maximum is 1

#### hkKeyframed Source code

var(HavokRigidBody) bool hkKeyframed;

> Only set this to true for objects that should block other physics objects but whose movement is controlled by Unreal instead of physical forces. For example, this should be true for Movers.\r\n\r\nWARNING: this flag is ignored if hkMass is 0!

#### hkLinearDamping Source code

var(HavokRigidBody) float hkLinearDamping;

> Controls how much damping is applied to linear velocity. Values are usually very small, and 0 means 'no damping'

#### hkLinearVel Source code

var(HavokRigidBody) vector hkLinearVel;

> The initial linear velocity of the object.\r\n\r\nWARNING: this value must be in Unreal units, not meters/second (1 meter = 50 Unreal distance units).

#### hkMass Source code

var(HavokRigidBody) float hkMass;

> The mass of the object.\r\n\r\nWARNING: If mass is set to 0 then the object will be fixed in place, and the hkKeyframed setting will be ignored!

#### hkRestitution Source code

var(HavokRigidBody) float hkRestitution;

> Controls how bouncy the object is. Minimum value is 0 and maximum is 1

#### hkStabilizedInertia Source code

var(HavokRigidBody) bool hkStabilizedInertia;

> Set this flag to help stabilize the physics of unstable configurations, such as long thin objects. For normal configurations is should be left at the default value of false.

Enumerations Detail

#### EOrientationConstraint Source code

enum EOrientationConstraint
{

> HKOC_Free, HKOC_ConstrainX, HKOC_ConstrainY, HKOC_ConstrainZ, HKOC_ConstrainXYZ,

};

Defaultproperties

    defaultproperties
    {
    	bHighDetailOnly=false
    	bClientOnly=false
        hkMass=10
        hkStabilizedInertia=false
        hkFriction=0.8
        hkRestitution=0.3
        hkLinearDamping=0
    	hkAngularDamping=0.05
        hkActive=true
    	hkKeyframed=false
    	hkForceUpright=HKOC_Free
    	hkForceUprightStrength = 0.3
    	hkForceUprightDamping = 0.9
    }

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Creation time: st 23.5.2018 00:10:30.682 - Created with UnCodeX