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UE3:KAsset (UDK)

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UDK Object >> Actor >> KAsset
Package: 
Engine
Direct subclass:
KAssetSpawnable
This class in other games:
UT3


Properties[edit]

Property group 'KAsset'[edit]

bBlockPawns[edit]

Type: bool

Whether this KAsset should block Pawns.

bDamageAppliesImpulse[edit]

Type: bool


Default value: True

bWakeOnLevelStart[edit]

Type: bool


SkeletalMeshComponent[edit]

Type: SkeletalMeshComponent

Modifiers: const, editconst


Default value: SkeletalMeshComponent'KAssetSkelMeshComponent'

Internal variables[edit]

ReplicatedMesh[edit]

Type: SkeletalMesh

Modifiers: repnotify, transient

Used to replicate mesh to clients

ReplicatedPhysAsset[edit]

Type: PhysicsAsset

Modifiers: repnotify, transient

Used to replicate physics asset to clients

Default values[edit]

Property Value
bAlwaysRelevant True
bBlockActors True
bCollideActors True
bEdShouldSnap True
bNetInitialRotation True
bNoDelete True
bProjTarget True
bUpdateSimulatedPosition True
CollisionComponent SkeletalMeshComponent'KAssetSkelMeshComponent'
CollisionType COLLIDE_CustomDefault
Components[0] DynamicLightEnvironmentComponent'MyLightEnvironment'
Components[1] SkeletalMeshComponent'KAssetSkelMeshComponent'
Physics PHYS_RigidBody
RemoteRole ROLE_SimulatedProxy
SupportedEvents[4] Class'Engine.SeqEvent_ConstraintBroken'
SupportedEvents[5] Class'Engine.SeqEvent_RigidBodyCollision'
TickGroup TG_PostAsyncWork

Subobjects[edit]

KAssetSkelMeshComponent[edit]

Class: Engine.SkeletalMeshComponent

Property Value
bHasPhysicsAssetInstance True
BlockActors True
BlockRigidBody True
BlockZeroExtent True
bSkipAllUpdateWhenPhysicsAsleep True
bUpdateKinematicBonesFromAnimation False
CollideActors True
LightEnvironment DynamicLightEnvironmentComponent'Engine.Default__KAsset:MyLightEnvironment'
PhysicsWeight 1.0
RBChannel RBCC_GameplayPhysics
RBCollideWithChannels
Member Value
BlockingVolume True
Default True
EffectPhysics True
GameplayPhysics True
ReplacementPrimitive None

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

No new values.

Functions[edit]

Events[edit]

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


TakeDamage[edit]

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

Overrides: Actor.TakeDamage

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

Other instance functions[edit]

DoKismetAttachment[edit]

function DoKismetAttachment (Actor Attachment, SeqAct_AttachToActor Action)

Overrides: Actor.DoKismetAttachment

Performs actual attachment. Can be subclassed for class specific behaviors.

OnTeleport[edit]

simulated function OnTeleport (SeqAct_Teleport InAction)

Overrides: Actor.OnTeleport

(Description copied from Actor.OnTeleport)
Called upon receiving a SeqAct_Teleport action. Grabs the first destination available and attempts to teleport this actor.

Parameters:

  • Action - teleport action that was activated

OnToggle[edit]

simulated function OnToggle (SeqAct_Toggle action)

If this KAsset receives a Toggle ON event from Kismet, wake the physics up.

SetMeshAndPhysAsset[edit]

final function SetMeshAndPhysAsset (SkeletalMesh NewMesh, PhysicsAsset NewPhysAsset)

Sets the new mesh and physics asset, along with the replicated properties for clients.

TakeRadiusDamage[edit]

simulated function TakeRadiusDamage (Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HurtOrigin, bool bFullDamage, Actor DamageCauser, optional float DamageFalloffExponent)

Overrides: Actor.TakeRadiusDamage

Take Radius Damage

Parameters:

  • InstigatedBy - instigator of the damage
  • Base - Damage
  • Damage - Radius (from Origin)
  • DamageType - class
  • Momentum - float)
  • HurtOrigin - origin of the damage radius.
  • DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)