My program doesn't have bugs. It just develops random features.

UE1:Bloblet (UT)

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UT Object >> Actor >> Pawn >> FlockPawn >> Bloblet
Package: 
UnrealI
This class in other games:
RTNP, U1

Bloblet. Must tag with same tag as a Blob

Properties[edit]

LastParentTime[edit]

Type: float


Orientation[edit]

Type: Object.Vector


parentBlob[edit]

Type: ParentBlob


Default values[edit]

Property Value
AccelRate 1200.0
bBlockActors False
bBlockPlayers False
bMeshEnviroMap True
CollisionHeight 6.0
CollisionRadius 6.0
Die Sound'UnrealI.Blob.BlobDeath'
DrawType DT_Mesh
GroundSpeed 450.0
Health 120
HitSound1 Sound'UnrealI.Blob.BlobInjur'
JumpZ -1.0
Land Sound'UnrealShare.BioRifle.GelHit'
Mass 40.0
Mesh LodMesh'UnrealI.MiniBlob'
ReducedDamagePct 0.25
ReducedDamageType 'exploded'
RotationRate
Member Value
Pitch 0
Roll 0
Yaw 0
SightRadius 3000.0
Tag 'blob1'
Texture Texture'UnrealI.Skins.JBlob1'

Functions[edit]

Events[edit]

BaseChange[edit]

event BaseChange ()

Overrides: Pawn.BaseChange


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Pawn.TakeDamage


Timer[edit]

event Timer ()

Overrides: Actor.Timer


Other instance functions[edit]

Died[edit]

function Died (Pawn Killer, name damageType, Object.Vector HitLocation)

Overrides: Pawn.Died


PlayGlob[edit]

function PlayGlob (float rate)


PreSetMovement[edit]

function PreSetMovement ()

Overrides: Pawn.PreSetMovement


wakeup[edit]

function wakeup ()


States[edit]

active[edit]

active.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


active.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed (global)


asleep[edit]

Modifiers: auto

asleep.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed (global)


DiedState[edit]

Ignores: TakeDamage

DiedState.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed (global)


DiedState.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


fired[edit]

fired.HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


fired.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed (global)