My program doesn't have bugs. It just develops random features.
UE2:TracerSeg (U2XMP)
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Contents |
- Package:
- Legend
- Direct subclasses:
- LineStreakSegmentVert, LineStreakSegment, PathStreakSegment
- This class in other games:
- RTNP
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TracerSeg.uc $Author: Mfox $ $Date: 8/05/02 12:29p $ $Revision: 3 $ Description: Used by TracerStreak. How to use this class:
Set Mesh to use as segment.
(Align down the x-axis with the origin at the leftmost end of the mesh.)
Set the subtype (SegmentType) to use, or leave None if you want this
to be the segment that actually gets faded out.
that will actually be faded out).
How this class works:
[edit] Properties
[edit] Property group 'TracerSeg'
[edit] FadedTexture
Type: Texture
[edit] FadeInterval
Type: float
[edit] FadeTime
Type: float
How long it takes us to go from default.ScaleGlow to 0.0.
[edit] SegmentLength
Type: float
Length of segment -- using CollisionRadius is problematic.
[edit] SegmentType
Type: class<TracerSeg>
[edit] Internal variables
[edit] bNotifiedParent
Type: bool
[edit] CurrentSegment
Type: TracerSeg
Next TracerSet in linked list.
[edit] NextSegment
Type: TracerSeg
[edit] Parent
Type: Actor
Parent actor in N-ary tree.
[edit] Default values
| Property | Value |
|---|---|
| bMustFace | False |
[edit] Instance functions
[edit] Fade
[edit] FinishedFading
[edit] NotifyParent
[edit] States
[edit] Fading
Modifiers: simulated
[edit] Fading.BeginState
Overrides: Object.BeginState (global)
[edit] Fading.Destroyed
Overrides: Actor.Destroyed (global)
[edit] Fading.Tick
Overrides: Actor.Tick (global)
[edit] Fading.Timer
Overrides: Actor.Timer (global)
[edit] Orchestrating
Modifiers: simulated
[edit] Orchestrating.BeginState
Overrides: Object.BeginState (global)
[edit] Orchestrating.FinishedFading
Overrides: FinishedFading (global)
