ExistentVehicle

ExistentDocumentation > ExistentVehicle

ExistentVehicle

Class Details

Defined in: Public/Actors/ExistentVehicle.h

Hierarchy: Object > Actor > ExistentSpace > ExistentVehicle

Represents a dynamic vehicle entity capable of traveling between 2 designated spaces (SourceSpace and DestinationSpace) with various movement options including linear interpolation and spline-based paths. It features multiple customization options for its movement behavior, appearance and interaction with players and props.

Properties

bool

AligntoMesh

If true, the vehicle aligns to the Vehicle Mesh defined below.

bool

ClampPath

Whether to clamp the Vehicle's driving path between the source and destination Spaces. When supplying a custom speed curve, it's possible to create a curve shape that forces the Vehicle to drive either past the destination Space or behind the source Space. By default we assume this is not desired behaviour and clamp the Vehicle, but if it is, you can disable this property to let the Vehicle drive freely according to the speed curve outside the bounds of the source and destination.

bool

ConstantAngularSpeed

If false, the Vehicle's angular speed follows the speed curve

bool

ConstantSpeed

If true, the vehicle maintains a constant angular speed.

AExistentSpace*

DestinationSpace

The destination space to which the vehicle drives.

bool

DisplaySpeedSigns

If Vehicle's speed is given by a curve, enable this to render speed signs in the editor with speed and acceleration estimates rendered as text at regular intervals. NOTE: If your curve ever goes below zero (negative speed), the sign locations may be misleading, as they do not repeat if the same location is passed more than once.

float

DrivingTimeSecs

Total time in seconds it will take to drive from the source to the destination Space. If speed values are provided by a curve (bConstantSpeed == false), this value will be calculated automatically.

USplineComponent*

PathSpline

Spline component that defines the path the vehicle takes if bUseSpline is true

UCurveFloat*

ScaleCurve

EXPERIMENTAL: Curve to vary the scale of the Vehicle between the source (0) and destination (1) Spaces during the drive, independently of the speed curve. NOTE: The domain of this curve must be exactly [0, 1], and the range must start at 0 (t=0) and end at 1 (t=1). If the source and destination Spaces have the same scale, this curve has no effect.

AExistentSpace*

SourceSpace

The source space from which the vehicle starts.

UCurveFloat*

SpeedCurve

Curve describing how the Vehicle's speed varies over the duration of the drive. NOTE: If the time domain of the curve is not [0, 1], it will be automatically normalised when assigned to this property.

float

SpeedScale

Multiplier to apply to the speed values given by the speed curve.

bool

UseSpline

If true, drive along the path specified by the Vehicle's SplineComponent. Otherwise, it will just lerp between the source and destination Spaces at a constant speed.

bool

UseSplineRotation

If true, the Vehicle will rotate in real-time to face the direction the path spline is going while driving between Spaces. Otherwise, the Vehicle will rotate linearly at a constant rate (slerp) between the source and destination Spaces. If the two Spaces are not rotated relative to each other, setting this to false means the Vehicle will not rotate while driving.

FName

VehicleMesh

The reference name of the vehicle mesh component.

Nodes

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