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UE3:GameBreakableActor (UT3)
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| Object >> Actor >> DynamicSMActor >> KActor >> GameBreakableActor |
Contents |
- Package:
- GameFramework
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
GameBreakableActor
Currently does not yet support replication.
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] Property group 'GameBreakableActor'
[edit] bParticlesAcceptDynamicLights
Type: bool
[edit] bParticlesAcceptLights
Type: bool
[edit] BreakableSteps
Type: array<BreakableStep>
sequence of events of destruction... starts at 0.
[edit] DamageTypes
Type: array<class<DamageType> >
Types of damage that are counted
[edit] ParticleLightingChannels
Type: LightComponent.LightingChannelContainer
¨Particles lighting
[edit] Internal variables
[edit] CurrentBreakableStep
Type: int
current breakable step.
[edit] Default values
| Property | Value |
|---|---|
| CollisionType | COLLIDE_BlockAll |
[edit] Subobjects
[edit] MyLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: KActor.MyLightEnvironment
No new values.
[edit] StaticMeshComponent0
Class: Engine.StaticMeshComponent
Inherits from: KActor.StaticMeshComponent0
No new values.
[edit] Structs
[edit] BreakableParticleSystem
Modifiers: native
- ParticleSystem Emitter
- Particle system to spawn.
- Object.Vector Offset
- Offset relative to the breakable actor to attach the particle system.
[edit] BreakableStep
Modifiers: native
- float DamageThreshold
- Total amount of damage to take before activating the event
- array<BreakableParticleSystem> ParticleEmitters
- Emitter system to use when this object breaks
- StaticMesh BreakMesh
- KActor template to use when this object breaks
- Actor.EPhysics Physics
- The physics mode to switch to.
- SoundCue BreakSound
- Sound to play.
Default values:
| Property | Value |
|---|---|
| DamageThreshold | 0.0 |
| Physics | PHYS_RigidBody |
[edit] Functions
[edit] Native functions
[edit] GetOffsetToWorld
[edit] SetParticlesLighting
[edit] Events
[edit] Destroyed
Overrides: Actor.Destroyed
[edit] TakeDamage
Overrides: KActor.TakeDamage
Default behaviour when shot is to apply an impulse and kick the KActor.
[edit] Other instance functions
[edit] BreakLastApart
[edit] BreakStepApart
[edit] HideAndDestroy
[edit] IsValidDamageType
Searches DamageTypes[] for the specified damage type.
