Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE3:GameBreakableActor (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site

(Redirected from UE3:BreakableStep (UT3))
Jump to: navigation, search
UT3 Object >> Actor >> DynamicSMActor >> KActor >> GameBreakableActor

Contents

Package: 
GameFramework

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

native function Object.Vector GetOffsetToWorld (Object.Vector Offset)


[edit] SetParticlesLighting

native function SetParticlesLighting (Emitter Emit)


[edit] Events

[edit] Destroyed

event Destroyed ()

Overrides: Actor.Destroyed


[edit] TakeDamage

event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: KActor.TakeDamage

Default behaviour when shot is to apply an impulse and kick the KActor.

[edit] Other instance functions

[edit] BreakLastApart

function BreakLastApart (Controller EventInstigator)


[edit] BreakStepApart

function BreakStepApart (int BrokenStep)


[edit] HideAndDestroy

function HideAndDestroy ()


[edit] IsValidDamageType

final function bool IsValidDamageType (class<DamageTypeinDamageType)

Searches DamageTypes[] for the specified damage type.

[edit] TakeLastDamage

function TakeLastDamage (int Damage, Controller EventInstigator, bool bIsBroken, int BrokenStep)


[edit] TakeStepDamage

function TakeStepDamage (int Damage, Controller EventInstigator, bool bIsBroken, int BrokenStep)