My program doesn't have bugs. It just develops random features.
UE1:ExplodingWall (U1)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- UnrealShare
- Known direct subclass:
- BreakingGlass
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ExplodingWall.
Properties
Property group 'ExplodingWall'
ActivatedBy
Type: name
Array size: 5
Default value: 'exploded'
BreakingSound
Type: Sound
bTranslucentGlass
Type: bool
bUnlitGlass
Type: bool
ExplosionDimensions
Type: float
Default value: 120.0
ExplosionSize
Type: float
Default value: 200.0
GlassParticleSize
Type: float
Default value: 1.0
GlassTexture
Type: Texture
Health
Type: int
NumGlassChunks
Type: int
NumWallChunks
Type: int
Default value: 10
NumWoodChunks
Type: int
Default value: 3
WallParticleSize
Type: float
Default value: 1.0
WallTexture
Type: Texture
WoodParticleSize
Type: float
Default value: 1.0
WoodTexture
Type: Texture
Default values
| Property | Value |
|---|---|
| bCollideActors | True |
| bCollideWorld | True |
| bNetTemporary | False |
| bProjTarget | True |
| CollisionHeight | 32.0 |
| CollisionRadius | 32.0 |
| DrawScale | 0.3 |
| DrawType | DT_Sprite |
| RemoteRole | ROLE_SimulatedProxy |
| Texture | Texture'UnrealShare.s_Exp' |
Events
PreBeginPlay
event PreBeginPlay ()
Overrides: Actor.PreBeginPlay
States
Exploding
Modifiers: auto
Exploding.TakeDamage
singular event TakeDamage (int NDamage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)
Overrides: Actor.TakeDamage (global)
Exploding.Trigger
Overrides: Actor.Trigger (global)
Exploding.Explode
function Explode (Pawn EventInstigator, Object.Vector Momentum)
