27 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
"Spring Based Vegetation Component")
31 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
35 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
36 FVector Gravity = FVector(0, 0, -1);
39 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
40 float BaseSpringStrength = 10000.f;
43 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
44 float MinSpringStrength = 2000.f;
47 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
48 float HorizontalFallof = 0.1f;
51 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
52 float VerticalFallof = 0.1f;
55 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
56 float RestFactor = 0.5f;
59 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
60 float DeltaTimeOverride = -1.f;
63 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
64 float CollisionForceParameter = 10.f;
67 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
68 float CollisionForceMinVel = 1.f;
71 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
72 float ForceDistanceFalloffExponent = 1.f;
75 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
76 float ForceMaxDistance = 180.f;
79 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
80 float MinForceFactor = 0.01;
83 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
84 float LineTraceMaxDistance = 180.f;
87 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
88 float CapsuleRadius = 6.0f;
91 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
92 float MinBoneLength = 10.f;
95 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
96 FVector SpringStrengthMulFactor = FVector(1, 1, 1);
99 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
100 float VehicleCenterZOffset = 120.f;
103 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
107 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
108 bool bAutoComputeStrength =
true;
122 virtual void BeginPlay()
override;
126 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
"Spring Based Vegetation")
131 UFUNCTION(BlueprintCallable, CallInEditor, Category = "Spring Based Vegetation")
132 void GetParametersFromComponent();
135 UFUNCTION(BlueprintCallable, CallInEditor, Category = "Spring Based Vegetation")
136 void SetParametersToComponent();
139 UFUNCTION(BlueprintCallable, CallInEditor, Category = "Spring Based Vegetation")
140 void UpdateSkeletonAndParameters();