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KRepulsor is apparantly the class UT2004 hovering vehicles use to force the vehicle to hover above ground.

It is similar to constraints from UT2003 in that they are permanantly attached to object(s) and affect their location and rotation, by manipulating their physics parameters.



bool bEnableRepulsion
Turns the repulsor on/off.
vector CheckDir
This is the direction of the repulsor. You could constantly set CheckDir each tick to aim relational to the rotation of your vehicle, but you should know that a non-vertical direction will force your vehicle along some sort of horizontal direction. To make the vehicle more stable, you could use CheckDir={0,0,-1} and bKStayUpright=true (which is what the UnrealEngine2Runtime does). Body-roll still works quite well and there should be no chance of the vehicle rolling over and going upside down.
float CheckDist
This is the repulsor trace distance in Unreal Units.
float PenScale
To figure out.
float Softness
Softness changes alot between 0-1, but can also go alot higher than one. This is like KStiffness combined with a bit of KDamping from UT2003 constraints. When this is zero, it will be like KStiffness is very high so that the amount of flexibility <CheckDir is very minimal (the amount of force applied is higher at lower % of Checkdir). Also when zero, it would be like KDamping is very high (when the repulsor hits <= CheckDir, it will not 'ricochet' off). When Softness==1, KStiffness is lower (and often will not contain enough force to lift the object all the way up to CheckDir) and KDamping may also be lower (but KDamping will always be present to absorb up-force and stop the repulsor from 'bouncing').


int KContact



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