Class InteractiveFoliageActor
Interactive Foliage Actor
Inherited Members
Namespace: UE4.Foliage
Assembly: UE4DotNet.dll
Syntax
public class InteractiveFoliageActor : StaticMeshActor
Properties
| Improve this Doc View SourceCapsuleComponent
Collision cylinder
Declaration
public CapsuleComponent CapsuleComponent { get; set; }
Property Value
Type | Description |
---|---|
CapsuleComponent |
DefaultObject
Get UE4 Default Object for this Class
Declaration
public static InteractiveFoliageActor DefaultObject { get; }
Property Value
Type | Description |
---|---|
InteractiveFoliageActor |
FoliageDamageImpulseScale
Scales forces applied from damage events.
Declaration
public float FoliageDamageImpulseScale { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
FoliageDamping
Determines the amount of energy lost by the spring as it oscillates.
Declaration
public float FoliageDamping { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
Remarks
This force is similar to air friction.
FoliageForce
@todo document
Declaration
public Vector FoliageForce { get; set; }
Property Value
Type | Description |
---|---|
Vector |
FoliagePosition
@todo document
Declaration
public Vector FoliagePosition { get; set; }
Property Value
Type | Description |
---|---|
Vector |
FoliageStiffness
Determines how strong the force that pushes toward the spring's center will be.
Declaration
public float FoliageStiffness { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
FoliageStiffnessQuadratic
Same as FoliageStiffness, but the strength of this force increases with the square of the distance to the spring's center.
Declaration
public float FoliageStiffnessQuadratic { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
Remarks
This force is used to prevent the spring from extending past a certain point due to touch and damage forces.
FoliageTouchImpulseScale
Scales forces applied from touch events.
Declaration
public float FoliageTouchImpulseScale { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
FoliageVelocity
Simulated physics state
Declaration
public Vector FoliageVelocity { get; set; }
Property Value
Type | Description |
---|---|
Vector |
Mass
@todo - hook this up @todo document
Declaration
public float Mass { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
MaxDamageImpulse
Clamps the magnitude of each damage force applied.
Declaration
public float MaxDamageImpulse { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
MaxForce
Clamps the magnitude of combined forces applied each update.
Declaration
public float MaxForce { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
MaxTouchImpulse
Clamps the magnitude of each touch force applied.
Declaration
public float MaxTouchImpulse { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
StaticClass
Get UE4 Class
Declaration
public static Class StaticClass { get; }
Property Value
Type | Description |
---|---|
Class |
TouchingActorEntryPosition
Position of the last actor to enter the collision cylinder.
Declaration
public Vector TouchingActorEntryPosition { get; set; }
Property Value
Type | Description |
---|---|
Vector |
Remarks
This currently does not handle multiple actors affecting the foliage simultaneously.
Methods
| Improve this Doc View SourceNew(UObject, Name)
Spawn an object of this class
Declaration
public static InteractiveFoliageActor New(UObject obj = null, Name name = default(Name))
Parameters
Type | Name | Description |
---|---|---|
UObject | obj | |
Name | name |
Returns
Type | Description |
---|---|
InteractiveFoliageActor |
Operators
| Improve this Doc View SourceImplicit(IntPtr to InteractiveFoliageActor)
Convert from IntPtr to UObject
Declaration
public static implicit operator InteractiveFoliageActor(IntPtr p)
Parameters
Type | Name | Description |
---|---|---|
System.IntPtr | p |
Returns
Type | Description |
---|---|
InteractiveFoliageActor |