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UE3:Projectile (UDK)

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UDK Object >> Actor >> Projectile

Contents

Package: 
Engine
Direct subclasses:
GameProjectile, UTProjectile
This class in other games:
RTNP, U1, U2, U2XMP, UE2Runtime, UT, UT2003, UT2004, UT3

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

simulated static function float GetRange ()

returns the maximum distance this projectile can travel

[edit] StaticGetTimeToLocation

static simulated function float StaticGetTimeToLocation (Object.Vector TargetLoc, Object.Vector StartLoc, Controller RequestedBy)

static version of GetTimeToLocation()

[edit] Native functions

[edit] GetTeamNum

simulated native function byte GetTeamNum ()

Overrides: Actor.GetTeamNum


[edit] Events

[edit] Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


[edit] EncroachedBy

simulated event EncroachedBy (Actor Other)

Overrides: Actor.EncroachedBy


[edit] EncroachingOn

event bool EncroachingOn (Actor Other)

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

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: Actor.FellOutOfWorld

called when the actor falls out of the world 'safely' (below KillZ and such)

[edit] HitWall

simulated singular event HitWall (Object.Vector HitNormal, Actor Wall, PrimitiveComponent WallComp)

Overrides: Actor.HitWall


[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] PreBeginPlay

event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


[edit] Reset

event Reset ()

Overrides: Actor.Reset


[edit] Touch

simulated singular event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Actor.Touch


[edit] Other instance functions

[edit] ApplyFluidSurfaceImpact

simulated function ApplyFluidSurfaceImpact (FluidSurfaceActor Fluid, Object.Vector HitLocation)

Overrides: Actor.ApplyFluidSurfaceImpact

Called when this actor touches a fluid surface

[edit] CanSplash

simulated function bool CanSplash ()

Overrides: Actor.CanSplash


[edit] Explode

simulated function Explode (Object.Vector HitLocation, Object.Vector HitNormal)


[edit] GetTimeToLocation

simulated function float GetTimeToLocation (Object.Vector TargetLoc)

returns the amount of time it would take the projectile to get to the specified location

[edit] HurtRadius

simulated function bool HurtRadius (float DamageAmount, float InDamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HurtOrigin, optional Actor IgnoredActor, optional Controller InstigatedByController, optional bool bDoFullDamage)

Overrides: Actor.HurtRadius

HurtRadius() Hurt locally authoritative actors within the radius.

[edit] Init

function Init (Object.Vector Direction)


[edit] IsStationary

function bool IsStationary ()

Overrides: Actor.IsStationary


[edit] ProcessTouch

simulated function ProcessTouch (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal)


[edit] RandSpin

simulated final function RandSpin (float spinRate)


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