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UE3:Projectile (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- Direct subclasses:
- GameProjectile, UTProjectile
- This class in other games:
- RTNP, U1, U2, U2XMP, UE2Runtime, UT, UT2003, UT2004, UT3
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Projectile.
A delayed-hit projectile that moves around for some time after it is created.
[edit] Properties
[edit] bBegunPlay
Type: bool
[edit] bBlockedByInstigator
Type: bool
If false, instigator does not collide with this projectile
Default value: True
[edit] bNotBlockedByShield
Type: bool
if true, not blocked by vehicle shields with bIgnoreFlaggedProjectiles
[edit] bRotationFollowsVelocity
Type: bool
If true, this projectile will have its rotation updated each frame to match its velocity
[edit] bSwitchToZeroCollision
Type: bool
If collisionextent nonzero, and hit actor with bBlockNonZeroExtents=0, switch to zero extent collision.
[edit] CylinderComponent
Type: CylinderComponent
Default value: CylinderComponent'CollisionCylinder'
[edit] Damage
Type: float
[edit] DamageRadius
Type: float
Default value: 220.0
[edit] ImpactedActor
Type: Actor
[edit] ImpactSound
Type: SoundCue
[edit] InstigatorController
Type: Controller
[edit] MaxSpeed
Type: float
Limit on speed of projectile (0 means no limit).
Default value: 2000.0
[edit] MomentumTransfer
Type: float
Momentum magnitude imparted by impacting projectile.
[edit] MyDamageType
Type: class<DamageType>
Default value: Class'Engine.DamageType'
[edit] NetCullDistanceSquared
Type: float
Projectile not relevant to client if further from viewer than this
Default value: 4.0E8
[edit] NextProjectile
Type: Projectile
[edit] SpawnSound
Type: SoundCue
Sound made when projectile is spawned.
[edit] Speed
Type: float
Initial speed of projectile.
Default value: 2000.0
[edit] ZeroCollider
Type: Actor
The actor that the switch to zero collision occurred on (WorldInfo in the case of BSP).
[edit] ZeroColliderComponent
Type: PrimitiveComponent
The component that the switch to zero collision occurred on (NULL in the case of BSP).
[edit] Default values
| Property | Value |
|---|---|
| bCanBeDamaged | True |
| bCollideActors | True |
| bCollideWorld | True |
| bGameRelevant | True |
| bNetTemporary | True |
| bReplicateInstigator | True |
| CollisionComponent | CylinderComponent'CollisionCylinder' |
| CollisionType | COLLIDE_CustomDefault |
| Components[0] | SpriteComponent'Sprite' |
| Components[1] | CylinderComponent'CollisionCylinder' |
| LifeSpan | 14.0 |
| NetPriority | 2.5 |
| Physics | PHYS_Projectile |
| RemoteRole | ROLE_SimulatedProxy |
[edit] Subobjects
[edit] CollisionCylinder
Class: Engine.CylinderComponent
| Property | Value |
|---|---|
| CollisionHeight | 0.0 |
| CollisionRadius | 0.0 |
| ReplacementPrimitive | None |
[edit] Sprite
Class: Engine.SpriteComponent
| Property | Value |
|---|---|
| AlwaysLoadOnClient | False |
| AlwaysLoadOnServer | False |
| HiddenGame | True |
| ReplacementPrimitive | None |
[edit] Functions
[edit] Static functions
[edit] GetRange
returns the maximum distance this projectile can travel
[edit] StaticGetTimeToLocation
static version of GetTimeToLocation()
[edit] Native functions
[edit] GetTeamNum
Overrides: Actor.GetTeamNum
[edit] Events
[edit] Destroyed
Overrides: Actor.Destroyed
[edit] EncroachedBy
Overrides: Actor.EncroachedBy
[edit] EncroachingOn
Overrides: Actor.EncroachingOn
(Description copied from Actor.EncroachingOn)
called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to
Returns:
- true to abort the move, false to allow it
Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch
[edit] FellOutOfWorld
Overrides: Actor.FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
[edit] HitWall
Overrides: Actor.HitWall
[edit] PostBeginPlay
Overrides: Actor.PostBeginPlay
[edit] PreBeginPlay
Overrides: Actor.PreBeginPlay
[edit] Reset
Overrides: Actor.Reset
[edit] Touch
Overrides: Actor.Touch
[edit] Other instance functions
[edit] ApplyFluidSurfaceImpact
Overrides: Actor.ApplyFluidSurfaceImpact
Called when this actor touches a fluid surface
[edit] CanSplash
Overrides: Actor.CanSplash
[edit] Explode
[edit] GetTimeToLocation
returns the amount of time it would take the projectile to get to the specified location
[edit] HurtRadius
Overrides: Actor.HurtRadius
HurtRadius() Hurt locally authoritative actors within the radius.
[edit] Init
[edit] IsStationary
Overrides: Actor.IsStationary
