Mostly Harmless

UE1:Fragment (U1)

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U1 Object >> Actor >> Projectile >> Fragment
Package: 
Engine
Direct subclasses:
WoodFragments, Fragment1, GlassFragments, WallFragments
This class in other games:
RTNP, UT, UE2Runtime, UT2003, U2, UT2004, U2XMP

Fragment.

Properties[edit]

Property group 'Fragment'[edit]

Fragments[edit]

Type: Mesh

Array size: 11


Internal variables[edit]

bFirstHit[edit]

Type: bool


Default value: True

numFragmentTypes[edit]

Type: int


Default values[edit]

Property Value
bBounce True
bCollideActors False
bFixedRotationDir True
bNetOptional True
bNetTemporary False
CollisionHeight 4.0
CollisionRadius 18.0
LifeSpan 20.0
NetPriority 2.0
Physics PHYS_Falling
RemoteRole ROLE_SimulatedProxy

Functions[edit]

Events[edit]

HitWall[edit]

simulated event HitWall (Object.Vector HitNormal, Actor HitWall)

Overrides: Projectile.HitWall


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Other instance functions[edit]

CalcVelocity[edit]

simulated function CalcVelocity (Object.Vector Momentum, float ExplosionSize)


States[edit]

Dying[edit]

Dying.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


Dying.HitWall[edit]

simulated event HitWall (Object.Vector HitNormal, Actor HitWall)

Overrides: HitWall (global)


Dying.TakeDamage[edit]

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

Overrides: Actor.TakeDamage (global)


Dying.timer[edit]

simulated event timer ()

Overrides: Actor.Timer (global)


Flying[edit]

Modifiers: auto

Flying.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


Flying.timer[edit]

simulated event timer ()

Overrides: Actor.Timer (global)


Flying.Touch[edit]

simulated event Touch (Actor Other)

Overrides: Projectile.Touch (global)


Flying.ZoneChange[edit]

simulated singular event ZoneChange (ZoneInfo NewZone)

Overrides: Actor.ZoneChange (global)