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

UE1:ExplodingWall (UT)

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UT Object >> Actor >> Effects >> ExplodingWall
Package: 
UnrealShare
Direct subclass:
BreakingGlass
This class in other games:
RTNP, U1

ExplodingWall.

Properties[edit]

Property group 'ExplodingWall'[edit]

ActivatedBy[edit]

Type: name

Array size: 5


Default value: 'exploded'

BreakingSound[edit]

Type: Sound


bTranslucentGlass[edit]

Type: bool


bUnlitGlass[edit]

Type: bool


ExplosionDimensions[edit]

Type: float


Default value: 120.0

ExplosionSize[edit]

Type: float


Default value: 200.0

GlassParticleSize[edit]

Type: float


Default value: 1.0

GlassTexture[edit]

Type: Texture


Health[edit]

Type: int


NumGlassChunks[edit]

Type: int


NumWallChunks[edit]

Type: int


Default value: 10

NumWoodChunks[edit]

Type: int


Default value: 3

WallParticleSize[edit]

Type: float


Default value: 1.0

WallTexture[edit]

Type: Texture


WoodParticleSize[edit]

Type: float


Default value: 1.0

WoodTexture[edit]

Type: Texture


Default values[edit]

Property Value
bCollideActors True
bCollideWorld True
bNetTemporary False
bProjTarget True
CollisionHeight 32.0
CollisionRadius 32.0
DrawScale 0.3
DrawType DT_Sprite
RemoteRole ROLE_SimulatedProxy
Texture Texture'UnrealShare.s_Exp'

Events[edit]

PreBeginPlay[edit]

event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


States[edit]

Exploding[edit]

Modifiers: auto

Exploding.TakeDamage[edit]

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

Overrides: Actor.TakeDamage (global)


Exploding.Trigger[edit]

singular event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)


Exploding.Explode[edit]

function Explode (Pawn EventInstigator, Object.Vector Momentum)