/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class NxForceFieldCylindricalComponent extends NxForceFieldComponent native(ForceField); /** Strength of the force applied by this actor.*/ var() interp float RadialStrength; /** Rotational strength of the force applied around the cylinder axis.*/ var() interp float RotationalStrength; /** Strength of the force applied along the cylinder axis */ var() interp float LiftStrength; /** Radius of influence of the force at the bottom of the cylinder. */ var() interp float ForceRadius; /** Radius of the force field at the top */ var() interp float ForceTopRadius; /** Lift falloff height, 0-1, lift starts to fall off in a linear way above this height */ var() interp float LiftFalloffHeight; /** Velocity above which the radial force is ignored. */ var() interp float EscapeVelocity; /** Height of force cylinder */ var() interp float ForceHeight; /** Offset from the actor base to the center of the force field */ var() interp float HeightOffset; /** Whether to use a special radial force */ var() bool UseSpecialRadialForce; /** custom force field kernel */ var const native transient pointer Kernel{class NxForceFieldKernelSample}; cpptext { virtual void TermComponentRBPhys (FRBPhysScene *InScene); virtual void DefineForceFunction(FPointer ForceFieldDesc); virtual FPointer DefineForceFieldShapeDesc(); virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent); virtual void CreateKernel(); #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=ForceFieldShapeCapsule Name=Shape0 End Object Shape = Shape0 ForceRadius=200.0 ForceTopRadius=200.0 ForceHeight=200.0 LiftStrength=10.0 }