URadialForceComponent

Used to emit a radial force or impulse that can affect physics objects and or destructible objects.

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Inheritance Hierarchy

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

Name Description

Public variable

uint32: 1

 

bIgnoreOwningActor

If true, do not apply force/impulse to any physics objects that are part of the Actor that owns this component.

Public variable

uint32: 1

 

bImpulseVelChange

If true, the impulse will ignore mass of objects and will always result in a fixed velocity change

Protected variable

FCollisionObjec...

 

CollisionObjectQueryParams

Cached object query params derived from ObjectTypesToAffect

Public variable

float

 

DestructibleDamage

If > 0.f, will cause damage to destructible meshes as well

Public variable

TEnumAsByte< en...

 

Falloff

How the force or impulse should fall off as object are further away from the center

Public variable

float

 

ForceStrength

How strong the force should be

Public variable

float

 

ImpulseStrength

How strong the impulse should be

Protected variable

TArray< TEnumAs...

 

ObjectTypesToAffect

The object types that are affected by this radial force

Public variable

float

 

Radius

The radius to apply the force or impulse in

Constructors

Name Description

Public function

URadialForceComponent

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

AddCollisionChannelToAffect

(
    enum ECollisionChannel CollisionCha...
)

Add a collision channel for this radial force to affect

Public function Virtual

void

 

AddObjectTypeToAffect

(
    TEnumAsByte< enum EObjectTypeQuery ...
)

Add an object type for this radial force to affect

Public function Virtual

void

 

FireImpulse()

Fire a single impulse

Public function Virtual

void

 

RemoveObjectTypeToAffect

(
    TEnumAsByte< enum EObjectTypeQuery ...
)

Remove an object type that is affected by this radial force

Protected function

void

 

UpdateCollisionObjectQueryParams()

Update CollisionObjectQueryParams from ObjectTypesToAffect

Overridden from UActorComponent

Name Description

Protected function Virtual

void

 

BeginPlay()

Begins Play for the component.

Protected function Virtual

void

 

TickComponent

(
    float DeltaTime,
    enum ELevelTick TickType,
    FActorComponentTickFunction* T...
)

Function called every frame on this ActorComponent.

Overridden from UObject

Name Description

Protected function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Protected function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

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