I'm a doctor, not a mechanic
UE2:Fragment (UT2003)
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Contents |
- Package:
- Engine
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Fragment.
[edit] Properties
[edit] Property group 'Fragment'
[edit] AltImpactSound
Type: Sound
[edit] Fragments
Type: Mesh
Array size: 11
[edit] ImpactSound
Type: Sound
[edit] SplashTime
Type: float
[edit] Internal variables
[edit] bFirstHit
Type: bool
Default value: True
[edit] numFragmentTypes
Type: int
[edit] Default values
| Property | Value |
|---|---|
| bBounce | True |
| bCollideWorld | True |
| bDestroyInPainVolume | True |
| bFixedRotationDir | True |
| CollisionHeight | 4.0 |
| CollisionRadius | 18.0 |
| DrawType | DT_Mesh |
| LifeSpan | 20.0 |
| Physics | PHYS_Falling |
| SoundVolume | 0 |
[edit] Functions
[edit] Events
[edit] HitWall
simulated event HitWall (Object.Vector HitNormal, Actor HitWall)
Overrides: Actor.HitWall
[edit] Other instance functions
[edit] CalcVelocity
simulated function CalcVelocity (Object.Vector Momentum)
[edit] CanSplash
function bool CanSplash ()
Overrides: Actor.CanSplash
[edit] RandSpin
simulated final function RandSpin (float spinRate)
[edit] States
[edit] Dying
[edit] Dying.BeginState
simulated event BeginState ()
Overrides: Object.BeginState (global)
[edit] Dying.TakeDamage
event TakeDamage (int Dam, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageType> 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.PhysicsVolumeChange
simulated singular event PhysicsVolumeChange (PhysicsVolume NewVolume)
Overrides: Actor.PhysicsVolumeChange (global)
[edit] Flying.timer
simulated event timer ()
Overrides: Actor.Timer (global)
