BasePart
BasePart : PVInstance
Overview
The given text appears to be a description of the class BasePart in the context of game development and simulation using various frameworks like Unreal Engine, Roblox, or Microsoft Minecraft. This base part class is derived from another class called PVInstance and offers properties and methods related to visual appearance, collisions, physics, and interaction between objects within a game environment. It can synchronize data across multiple clients in multiplayer games through replicated properties and has event handlers for detecting and ending collisions. Methods like ApplyColor are available to modify the part's attributes. Properties include CFrame,
Description
The given input appears to be a long description about the BasePart class in the context of Unreal Engine and its relationship with Lua scripting, physics integration, customization options, properties, functions, events, and networking functionality. The class inherits from another custom class called PVInstance and likely involves managing base part components in a game environment potentially related to Roblox or other games using Lua scripting.
Properties
CFrame
CFrame
The provided text describes the role and usage of a property named "CFrame" in various game development contexts, mainly within the Unreal Engine and Roblox Lua integration. CFrame is typically stored as an instance of CFrame data type and represents a transformation matrix that combines position, orientation (rotation), and scale information for manipulating and transforming 3D objects within a scene. It helps define the position and orientation of game objects in relation to their parent's reference system and can be replicated across multiple clients or servers to ensure consistent object positions during multiplayer games. The CFrame property is accessible via
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Anchored
bool
The given input appears to be a collection of AI responses about the Anchored property in the context of various game engine and programming scenarios. This property is commonly found in classes that represent game objects, such as BasePart in Roblox or ULuaBasePart in Unreal Engine. The Anchored property typically has two states: true and false, which determine if an object or component remains fixed to a specific position within its parent's coordinate system or can move freely within the game environment. In some cases, it impacts collision detection and physics interactions between objects. Accessing and modifying this property is often done through
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CanCollide
bool
The provided text describes the CanCollide property in various contexts, mainly within game engines or simulation platforms. It is typically a boolean value that determines whether an object (e.g., BasePart, part, functional component) can collide with other objects or not. When set to true, it enables collision detection and interaction between this object and others in the environment. Conversely, when set to false, it disregards any incoming collision events and allows the object to pass through others as if it had no physical presence. This property is managed by getter/setter methods and can be useful for creating specific gameplay mechanics
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CanQuery
bool
The given input describes the "CanQuery" property in different contexts related to game development and programming. This property is part of the BasePart class, which appears to be a component within a larger game engine or simulation system like Unreal Engine. CanQuery determines whether a base part can respond to queries (such as raycasting or collision detection) from other parts or objects in a game environment. When set to true, it allows for interactions and information sharing between parts of the game world, whereas when set to false, these parts do not respond to certain types of queries. The CanQuery property is replicated across multiple instances
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CanTouch
bool
The given text discusses the "CanTouch" property, which is a boolean value typically found in game development or simulation environments. This property can be implemented in various programming languages and frameworks such as C++, Unreal Engine, and Lua. In general, it determines whether an object (e.g., base part or actor) within the simulated environment can receive touch events from other objects or players.
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Size
Vector3
The "Size" property represents the dimensions of a 3D object in the game world, using the Vector3 data type. This property defines the width, height, and depth of the object and is typically adjustable to resize or scale the object. Changes to the "Size" property impact the physical presence of the object within the game environment, including its collision bounds and alignment.
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AssemblyAngularVelocity
Vector3
The "AssemblyAngularVelocity" property is a Vector3 value that represents the angular velocity of the entire assembly that the part is a part of. It defines the rotational speed of the assembly around its center of mass, measured in radians per second for each axis (X, Y, Z). This property is particularly useful for understanding and manipulating the rotational dynamics of objects or groups of connected parts in game physics.
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AssemblyCenterOfMass
Vector3
The "AssemblyCenterOfMass" property is a Vector3 value that represents the center of mass of the entire assembly that includes the part. It is calculated based on the mass distribution of all parts in the assembly and provides a reference for physics calculations such as torque and balance. This property is particularly useful when working with complex assemblies in game environments, as it allows developers to understand and manipulate how forces interact with the entire group of connected parts.
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AssemblyLinearVelocity
Vector3
{Description Slot}
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AssemblyMass
number
The "AssemblyMass" property is a numeric value that represents the total mass of an assembly containing the part. This mass is the sum of the masses of all parts in the assembly. It is particularly useful for physics calculations like determining how gravity, forces, or collisions interact with the assembly. By accessing this property, developers can retrieve the combined weight of interconnected parts, aiding in simulations or gameplay adjustments.
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CastShadow
bool
The "CastShadow" property determines whether the object casts a shadow in the game environment. It is a boolean value where true
allows the object to cast shadows, and false
disables shadow casting. This property is useful for optimizing performance or achieving specific visual effects in the game.
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CenterOfMass
Vector3
The "CenterOfMass" property is a Vector3 value that specifies the center of mass of an individual part. It is computed based on the part's shape and density. This property is essential for understanding and managing the physics behavior of a single object, as it affects how forces interact with the part during physics simulations. Developers can use this property to adjust stability, balance, or specific gameplay mechanics related to the object's movement or rotation.
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CollisionGroup
string
The "CollisionGroup" property is a string value that determines the collision group to which the part belongs. Collision groups are used to define custom collision behaviors between different groups of parts in a game or simulation environment. By assigning parts to specific collision groups and configuring group interactions, developers can control which parts can collide with each other. This property is particularly useful for creating advanced gameplay mechanics and optimizing collision checks in complex scenes.
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BrickColor
string
The "BrickColor" property is a string that represents the color of a BasePart using a predefined palette of colors specific to the game engine. It allows developers to quickly set or retrieve an object's color by selecting from the available options in the palette. This property is particularly useful for ensuring visual consistency and easy customization within the game environment.
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Color
Color3
The "Color" property is a Color3 value that provides more granular control over the object's color. Unlike "BrickColor,"this property allows for precise RGB color definition, enabling developers to create a broader range of colors. It is useful for detailed visual customization and creating specific aesthetics.
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CurrentPhysicalProperties
PhysicalProperties
The "CurrentPhysicalProperties" property refers to a PhysicalProperties object that describes the physical characteristics of a part, such as density, friction, and elasticity. This property is used to read the physical parameters that currently apply to the part. It plays a key role in the physics and collision behavior of objects in the game environment.
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CustomPhysicalProperties
PhysicalProperties
The "CustomPhysicalProperties" property is a PhysicalProperties object that allows developers to override the default physical properties of a part. By setting this property, a custom combination of density, friction, elasticity, and other attributes can be applied, enabling fine-tuned control over the physics behavior.
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ExtentsCFrame
CFrame
The "ExtentsCFrame" property represents the CFrame of the boundary extents of a part. It defines the position and orientation of the minimal bounding box that fully contains the part. This property is useful for collision detection, alignment, and spatial queries in the game environment.
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ExtentsSize
Vector3
The "ExtentsSize" property is a Vector3 value that represents the size of a part's bounding box along the X, Y, and Z axes. It provides the precise dimensions of the part, including any visual modifications or transformations. This property is useful for accurately determining the spatial extent of an object, aiding in collision detection, alignment, or layout calculations.
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LocalTransparencyModifier
number
The "LocalTransparencyModifier" property is a numerical value that modifies the transparency of a part on the client side. It allows developers to adjust how transparent a part appears locally without affecting its global transparency or visibility for other players. This property is useful for creating custom rendering effects or visually prioritizing certain objects in the game environment.
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Locked
bool
bool
The "Locked" property is a boolean value that specifies whether a part can be edited in the studio or during runtime. When set to true
, the part is locked and cannot be moved, resized, or otherwise modified by the user. This property is useful for safeguarding specific parts of the game environment from accidental changes during development or gameplay.
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Mass
number
The "Mass" property is a numeric value that represents the individual mass of a part. It is determined by the part's size, material, and density. This property plays a crucial role in physics calculations, influencing how the part reacts to forces, collisions, and other physical interactions.
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Massless
bool
The "Massless" property is a boolean value that determines whether a part contributes to the overall mass of an assembly. When set to true
, the part's mass is effectively ignored in physics calculations, allowing developers to create lightweight or insignificant objects while retaining their physical presence in the environment.
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Material
Enum.Material
The "Material" property is an enumeration value that defines the physical and visual characteristics of a part's surface, such as friction, elasticity, and texture. This property offers a variety of predefined materials, enabling developers to achieve specific aesthetics and physics behaviors.
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MaterialVariant
string
The "MaterialVariant" property is a string value that specifies a variant of the predefined material applied to a part. It provides additional customization options for altering the appearance and behavior of an object's surface.
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ReceiveAge
number
The "ReceiveAge" property is a numeric value indicating the time in seconds since the part last received an update from the server. It is primarily used in networking contexts to monitor data synchronization for parts in multiplayer environments.
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Reflectance
number
The "Reflectance" property is a numeric value that defines the amount of light reflected off a part's surface. Its value ranges from 0 to 1, where 0 means no reflection and 1 means full reflection, allowing developers to control the shininess or mirror-like quality of an object.
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ResizeIncrement
number
The "ResizeIncrement" property is a numeric value that specifies the smallest incremental step by which a part can be resized. This property helps in snapping object dimensions to specific intervals, aiding in precision during game development.
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RootPriority
number
The "RootPriority" property is a numeric value that determines the priority level of a part in a hierarchical or assembly structure. Parts with higher priority values are treated as roots in physical or logical connections, influencing joint behavior and assembly organization.
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Rotation
Vector3
The "Rotation" property is a Vector3 value that defines the orientation of a part in 3D space, specified in degrees for each axis (X, Y, Z). Modifying this property rotates the part and affects its alignment within the game environment.
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Transparency
number
number
The "Transparency" property is a numeric value that determines the visibility of a part. Its value ranges from 0 (fully visible) to 1 (completely transparent), allowing developers to hide or fade parts for various gameplay or visual effects.
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Methods
PostSetName
The PostSetName
method is a virtual method that is called after the name of an object is set. This method can be overridden to implement custom behavior or logic that needs to occur immediately after a name assignment. It allows developers to handle any specific post-processing requirements associated with naming an object dynamically during runtime.
Parameters
Return
virtual void
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Events
TouchEnded
The TouchEnded
event is triggered when a touch input ends or is lifted off a part. This event is primarily used for touch-based interactions, enabling developers to detect when a user stops touching an object within the game environment.
Parameters
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Touched
The Touched
event is triggered when another object comes into contact with the part. This event is commonly used in game development to detect collisions or interactions between objects, enabling developers to implement custom behaviors or reactions when a part is touched by another object.