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UE3:KAsset (UT3)

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UT3 Object >> Actor >> KAsset

Contents

Package: 
Engine
Direct subclass:
KAssetSpawnable
This class in other games:
UDK

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

[edit] Properties

[edit] Property group 'KAsset'

[edit] bBlockPawns

Type: bool

Whether this KAsset should block Pawns.

[edit] bDamageAppliesImpulse

Type: bool


Default value: True

[edit] bWakeOnLevelStart

Type: bool


[edit] SkeletalMeshComponent

Type: SkeletalMeshComponent

Modifiers: const, editconst


Default value: SkeletalMeshComponent'KAssetSkelMeshComponent'

[edit] Internal variables

[edit] ReplicatedMesh

Type: SkeletalMesh

Modifiers: repnotify

Used to replicate mesh to clients

[edit] ReplicatedPhysAsset

Type: PhysicsAsset

Modifiers: repnotify

Used to replicate physics asset to clients

[edit] Default values

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[3] Class'Engine.SeqEvent_ConstraintBroken'
SupportedEvents[4] Class'Engine.SeqEvent_RigidBodyCollision'
TickGroup TG_PostAsyncWork

[edit] Subobjects

[edit] KAssetSkelMeshComponent

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
Default True
EffectPhysics True
GameplayPhysics True

[edit] MyLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

No new values.

[edit] Functions

[edit] Events

[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


[edit] TakeDamage

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.

[edit] Other instance functions

[edit] DoKismetAttachment

function DoKismetAttachment (Actor Attachment, SeqAct_AttachToActor Action)

Overrides: Actor.DoKismetAttachment

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

[edit] OnTeleport

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

[edit] OnToggle

simulated function OnToggle (SeqAct_Toggle action)

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

[edit] TakeRadiusDamage

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

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)