/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class NxForceFieldRadialComponent extends NxForceFieldComponent native(ForceField); /** Render the size of force field */ //var() DrawSphereComponent RenderComponentSphere; // var() editinline ForceFieldShape Shape; /** Strength of the force applied by this actor. Positive forces are applied outwards. */ var() interp float ForceStrength; /** Radius of influence of the force. */ var() interp float ForceRadius; /** */ var() interp float SelfRotationStrength; /** Way in which the force falls off as objects are further away from the location. */ var() PrimitiveComponent.ERadialImpulseFalloff ForceFalloff; /** custom force field kernel */ var const native transient pointer Kernel{class NxForceFieldKernelRadial}; cpptext { virtual void TermComponentRBPhys (FRBPhysScene *InScene); virtual void DefineForceFunction(FPointer ForceFieldDesc); virtual FPointer DefineForceFieldShapeDesc(); virtual void CreateKernel(); virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent); #if WITH_EDITOR virtual void EditorApplyScale(const FVector& DeltaScale, const FMatrix& ScaleMatrix, const FVector* PivotLocation, UBOOL bAltDown, UBOOL bShiftDown, UBOOL bCtrlDown); #endif } defaultproperties { Begin Object Class=ForceFieldShapeSphere Name=Shape0 End Object Shape = Shape0 ForceRadius=200.0 ForceStrength=200.0 SelfRotationStrength=200.0 }