RigidBodyCollision fires
off if the physics asset or KActor referenced and attached
to the event records a Rigid Body Collision with another object.
It will usually do this by default if the Physics Asset or
KActor is live/awake in the level, but this event will 'record'
this happening and fire.
An example use is to simulate randomly
falling objects, and their reaction to hitting the ground
- like bombs. A physics asset falling from the sky will hit
the ground, and then you can use this event to kick off the
'explosion' or whatever happens when it hits another object.
As seen in the screenshot below, it's also possible to designate
the impact velocity and impact location through external float
and vector variables, if need be, although these are not required.
• bClientSideOnly: This is a handy tool to optimize
events for the network. Basically, if the event is not going
to affect gameplay - if it doesn't matter to other players
- then select client only. This will prevent the event from
sending placement/rotation/physics data across the network
and trying to make sure the asset is in the same place and
the same time on everyone's computer who's in the macth. This
would be used for decorative items that have no affect on
gameplay. If, however, all the players do need to be constantly
updated with the asset's information, then make sure this
is checked off. A common dynamic asset this is necessary for
is a lift. All the players need to see where the lift actually
is at any given moment.
• bEnabled: If you combine events with toggles, this
field will allow you to turn 'off' and 'on' the event at any
time. It's enabled by default, but if you need to start with
the event 'off' and then turn it on later, uncheck bEnabled
and the event will not fire until you turn it on. Note:
This contorls the event - not the asset itself. So it is possible
to have multiple events tied to the same asset, some of which
are enabled, some disabled.
• bPlayerOnly: If you only want the Player, but not
NPC's to cause the event to fire, then check this off. Unchecked,
and anything can set off the event.
• MaxTriggerCount: This controls how many times the
Event can fire off. 0 is infinite, otherwise, the event will
stop working after it reaches the number you enter. 1 is default.
• MinCollisionVelocity is the least amount of velocity
that occurs while the object is 'awake' that will trigger
the event. In other words, if this is set at 1, a bottle falling
2 UU onto a table will probably fire the event, but if it's
set higher than 1, then it probably won't fire until it falls
off the table.
• ReTriggerDelay: If the event is allowed to fire multiple
times, this will implement a slight delay after it fires before
it can be fired again. This prevents spamming kismet signals
out of the event which is especially important if the event
is going to propagate across the network.
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