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UE2:ImpactHandler (U2XMP)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> ImpactHandler |
Contents |
- Package:
- U2
- Direct subclasses:
- ImpactAssaultRifleAlt, ImpactAssaultRifle, ImpactDispersion, ImpactEnergyRifle, ImpactGrenade, ImpactHeavyRocket, ImpactLaserRifle, ImpactMiniRocket, ImpactPistol, ImpactShotgun, ImpactSniperRifle, ImpactTakkra
| This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
ImpactHandler.uc $Author: Mfox $ $Date: 1/05/03 8:46p $ $Revision: 24 $
[edit] Properties
[edit] Property group 'ImpactHandler'
[edit] MaterialEffects
Type: array<TMaterialEffects>
[edit] MaterialSounds
Type: array<TMaterialSounds>
[edit] ReturnDefaultEffectOdds
Type: float
[edit] RicochetProjectile
Type: class<U2Projectile>
[edit] Structs
[edit] TMaterialEffects
Modifiers: native
- Material.ETextureType TextureType
- Texture DecalTexture
- float DecalScale
- class<Actor> HitEffectClass
- ParticleGenerator ParticleEffect
- float RicochetProbability
- float RicochetIncidenceThreshold
- surface normal dot projectile direction normal must be less than one minus this value. (0=any angle bounces, 1=nothing bounces)
- int MaxRicochetCount
- float RicochetDamping
- float RicochetSpreadAngle
- float Lifespan
[edit] TMaterialSounds
Modifiers: native
- Material.ETextureType TextureType
- Sound ImpactSound
- Sound RicochetSound
[edit] Functions
[edit] Static native functions
[edit] GetImpactSound
static native final function Sound GetImpactSound (Material.ETextureType TextureType, bool bRicochet)
[edit] HandleImpact
static native final function HandleImpact (Actor Source, Object.Vector HitDirection, Material.CheckResult Hit, bool bImpactSound)
[edit] Init
static native final function Init (Actor ContextActor)
[edit] Other static functions
[edit] DetermineImpactSound
[edit] ParticleImpact
static function ParticleImpact (ParticleGenerator Source, Object.ParticleHandle P, Material.CheckResult Hit)
[edit] ProjectileImpact
[edit] TraceImpact
static function TraceImpact (U2Weapon Source, Material.CheckResult Hit)
[edit] Instance functions
[edit] ForceClassToExist
function ForceClassToExist ()
