21 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
"Spring Based Vegetation Component")
24 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
27 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
28 FVector Gravity = FVector(0,0,-1);
30 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
31 float BaseSpringStrength = 10000.f;
33 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
34 float MinSpringStrength = 2000.f;
36 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
37 float HorizontalFallof = 0.1f;
39 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
40 float VerticalFallof = 0.1f;
42 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
43 float RestFactor = 0.5f;
45 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
46 float DeltaTimeOverride = -1.f;
48 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
49 float CollisionForceParameter = 10.f;
51 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
52 float CollisionForceMinVel = 1.f;
54 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
55 float ForceDistanceFalloffExponent = 1.f;
56 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
57 float ForceMaxDistance = 180.f;
58 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
59 float MinForceFactor = 0.01;
60 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
61 float LineTraceMaxDistance = 180.f;
62 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
63 float CapsuleRadius = 6.0f;
64 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
65 float MinBoneLength = 10.f;
66 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
67 FVector SpringStrengthMulFactor = FVector(1,1,1);
68 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
69 float VehicleCenterZOffset = 120.f;
71 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
74 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spring Based Vegetation Component")
75 bool bAutoComputeStrength = true;
86 virtual void BeginPlay()
override;
88 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
"Spring Based Vegetation")
91 UFUNCTION(BlueprintCallable, CallInEditor, Category = "Spring Based Vegetation")
92 void GetParametersFromComponent();
94 UFUNCTION(BlueprintCallable, CallInEditor, Category = "Spring Based Vegetation")
95 void SetParametersToComponent();
97 UFUNCTION(BlueprintCallable, CallInEditor, Category = "Spring Based Vegetation")
98 void UpdateSkeletonAndParameters();