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UE2:BreakableItem (U2)
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| Object >> Actor >> Decoration >> BreakableItem |
Contents |
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BreakableItem.
[edit] Properties
[edit] Property group 'BreakableItem'
[edit] bDestroyCollision
Type: bool
Default value: True
[edit] BreakParticleEffectsRefs
Type: ParticleGenerator
Array size: 6
[edit] BreakSound
Type: Sound
[edit] BrokenMesh
Type: Mesh
[edit] BrokenStaticMesh
Type: StaticMesh
[edit] bShakeView
Type: bool
set this to enable the following.
[edit] DamageAmount
Type: float
[edit] DamageRadius
Type: float
[edit] DamageType
Type: class<DamageType>
[edit] Momentum
Type: float
[edit] Property group 'ShakeView'
[edit] AmbientSoundStr
Type: string
sound for duration of quake
[edit] BaseTossMagnitude
Type: float
toss Magnitudenitude at epicenter, 0 at radius
Default value: 2500000.0
[edit] bTossNPCs
Type: bool
if true, NPCs in area are tossed around
Default value: True
[edit] bTossPCs
Type: bool
if true, PCs in area are tossed around
Default value: True
[edit] Duration
Type: float
how long quake should last
Default value: 10.0
[edit] MaxTossedMass
Type: float
if bTossPawns true, only pawns <= this mass are tossed
Default value: 500.0
[edit] Radius
Type: float
radius of quake
Default value: 2048.0
[edit] ShakeMagnitude
Type: float
How much to shake the camera.
Default value: 20.0
[edit] ShakeSoundStr
Type: string
sound for each shake
[edit] TimeBetweenShakes
Type: float
time between each shake
Default value: 0.5
[edit] Internal variables
[edit] InitialHealth
Type: int
[edit] Default values
| Property | Value |
|---|---|
| bDamageable | True |
| bProjTarget | True |
| bStatic | False |
| Health | 20 |
[edit] Functions
[edit] Events
[edit] PreBeginPlay
Overrides: Actor.PreBeginPlay
[edit] TakeDamage
Overrides: Decoration.TakeDamage
[edit] Other instance functions
[edit] BreakApart
[edit] GetDescription
Overrides: Actor.GetDescription
[edit] GetUseIconIndex
Overrides: Actor.GetUseIconIndex
[edit] GetUsePercent
Overrides: Actor.GetUsePercent
[edit] HasUseBar
Overrides: Actor.HasUseBar
