Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:FluidSurfaceActor (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents |
- Package:
- Engine
- Direct subclass:
- FluidSurfaceActorMovable
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[edit] Properties
[edit] Property group 'FluidSurfaceActor'
[edit] FluidComponent
Type: FluidSurfaceComponent
Modifiers: editconst, const
Default value: FluidSurfaceComponent'NewFluidComponent'
[edit] ProjectileEntryEffect
Type: ParticleSystem
Particle effect to play when projectile hits water
[edit] Default values
| Property | Value |
|---|---|
| bCollideActors | True |
| bMovable | False |
| bNoDelete | True |
| bProjTarget | True |
| CollisionType | COLLIDE_CustomDefault |
| Components[0] | FluidSurfaceComponent'NewFluidComponent' |
| RemoteRole | ROLE_SimulatedProxy |
[edit] Subobjects
[edit] NewFluidComponent
Class: Engine.FluidSurfaceComponent
| Property | Value |
|---|---|
| ReplacementPrimitive | None |
[edit] Events
[edit] TakeDamage
simulated event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageType> DamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)
Overrides: Actor.TakeDamage
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- DamageAmount - the base damage to apply
- EventInstigator - the Controller responsible for the damage
- HitLocation - world location where the hit occurred
- Momentum - force caused by this hit
- DamageType - class describing the damage that was done
- HitInfo - additional info about where the hit occurred
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
[edit] Touch
simulated event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)
Overrides: Actor.Touch
