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UE1:Fragment (RTNP)

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RTNP Object >> Actor >> Projectile >> Fragment

Contents

Package: 
Engine
Direct subclasses:
Fragment1, GlassFragments, WallFragments, WoodFragments
This class in other games:
U1, U2, U2XMP, UE2Runtime, UT, UT2003, UT2004

Fragment.

[edit] Properties

[edit] Property group 'Fragment'

[edit] Fragments

Type: Mesh

Array size: 11


[edit] Internal variables

[edit] bFirstHit

Type: bool


Default value: True

[edit] numFragmentTypes

Type: int


[edit] Default values

Property Value
bBounce True
bCollideActors False
bFixedRotationDir True
bNetOptional True
bNetTemporary False
CollisionHeight 4.0
CollisionRadius 18.0
LifeSpan 20.0
NetPriority 2.0
Physics PHYS_Falling
RemoteRole ROLE_SimulatedProxy

[edit] Functions

[edit] Events

[edit] HitWall

simulated event HitWall (Object.Vector HitNormal, Actor HitWall)

Overrides: Projectile.HitWall


[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] Other instance functions

[edit] CalcVelocity

simulated function CalcVelocity (Object.Vector Momentum, float ExplosionSize)


[edit] States

[edit] Dying

[edit] Dying.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


[edit] Dying.HitWall

simulated event HitWall (Object.Vector HitNormal, Actor HitWall)

Overrides: HitWall (global)


[edit] Dying.TakeDamage

event TakeDamage (int Dam, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Actor.TakeDamage (global)


[edit] Dying.timer

simulated event timer ()

Overrides: Actor.Timer (global)


[edit] Flying

Modifiers: auto

[edit] Flying.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


[edit] Flying.timer

simulated event timer ()

Overrides: Actor.Timer (global)


[edit] Flying.Touch

simulated event Touch (Actor Other)

Overrides: Projectile.Touch (global)


[edit] Flying.ZoneChange

simulated singular event ZoneChange (ZoneInfo NewZone)

Overrides: Actor.ZoneChange (global)


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