G1R AngelScript
Scripting reference for the Gothic 1 Remake
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PhysicsObject Namespace Reference

Functions

Physics Object
bool ExtractClosestPhysicsObjectResults (FClosestPhysicsObjectResult Result, FName &OutName)
FClosestPhysicsObjectResult GetClosestPhysicsObjectFromWorldLocation (UPrimitiveComponent Component, FVector WorldLocation)
FTransform GetPhysicsObjectWorldTransform (UPrimitiveComponent Component, FName BoneName)
void ApplyRadialImpulse (UPrimitiveComponent Component, FVector Origin, float32 Radius, float32 Strength, ERadialImpulseFalloff Falloff, bool bApplyStrain, float32 Strain, bool bVelChange=false, float32 MinValue=0.000000, float32 MaxValue=1.000000)
 Apply a physics radial impulse with an optional strain on a specific component Effect is applied within a sphere. When using linear falloff the effect will be minimum at the outer edge of the sphere and maximum at its center.

Function Documentation

◆ ApplyRadialImpulse()

void ApplyRadialImpulse ( UPrimitiveComponent Component,
FVector Origin,
float32 Radius,
float32 Strength,
ERadialImpulseFalloff Falloff,
bool bApplyStrain,
float32 Strain,
bool bVelChange = false,
float32 MinValue = 0.000000,
float32 MaxValue = 1.000000 )

Apply a physics radial impulse with an optional strain on a specific component Effect is applied within a sphere. When using linear falloff the effect will be minimum at the outer edge of the sphere and maximum at its center.

Parameters
ComponentPrimitive component to apply the impulse / strain on
OriginPositition of the origin of the radial effect in world space
RadiusRadius of the radial effect ( beyond the radius, impulse will not be applied )
StrengthStrength of the impulse to apply ( Unit : (Kg * m / s) or ( m /s ) if bVelChange is true
FalloffType of falloff to use ( constant, linear )
bApplyStrainWhether or not to apply strain on top of the impulse ( for destructible objects )
StrainIf bApplyStrain is true, Strain to apply to the physics particles ( for destructible objects )
bVelChangeIf true, impulse Strength parameter is interpretation as a change of velocity
MinValueWhen using linear falloff, this define the falloff value at the outer edge of the sphere
MaxValueWhen using linear falloff, this define the falloff value at the center of the sphere

◆ ExtractClosestPhysicsObjectResults()

bool ExtractClosestPhysicsObjectResults ( FClosestPhysicsObjectResult Result,
FName & OutName )

◆ GetClosestPhysicsObjectFromWorldLocation()

FClosestPhysicsObjectResult GetClosestPhysicsObjectFromWorldLocation ( UPrimitiveComponent Component,
FVector WorldLocation )

◆ GetPhysicsObjectWorldTransform()

FTransform GetPhysicsObjectWorldTransform ( UPrimitiveComponent Component,
FName BoneName )