Always snap to grid
UE1:Pylon (UT)
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Object >> Actor >> Decoration >> Pylon |
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Pylon.
Properties
bFirstHit
Type: bool
Default values
Property | Value |
---|---|
bBlockActors | True |
bBlockPlayers | True |
bCollideActors | True |
bCollideWorld | True |
bNet | False |
bNetTemporary | True |
bProjTarget | True |
bPushable | True |
bStatic | False |
Buoyancy | 40.0 |
CollisionHeight | 8.0 |
CollisionRadius | 12.0 |
DrawType | DT_Mesh |
Mass | 35.0 |
Mesh | Mesh'Botpack.PylonM' |
RemoteRole | ROLE_None |
Functions
Events
Attach
event Attach (Actor Other)
Overrides: Actor.Attach
Bump
event Bump (Actor Other)
Overrides: Decoration.Bump
Landed
event Landed (Object.Vector HitNormal)
Overrides: Decoration.Landed
Timer
event Timer ()
Overrides: Decoration.Timer
Other instance functions
StartRotating
function StartRotating ()
States
Animate
Modifiers: auto
Animate.HitWall
event HitWall (Object.Vector HitNormal, Actor Wall)
Overrides: Actor.HitWall (global)
Animate.TakeDamage
event TakeDamage (int NDamage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)
Overrides: Actor.TakeDamage (global)