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UE2:BreakableItem (U2)
Object >> Actor >> Decoration >> BreakableItem |
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BreakableItem.
Properties[edit]
Property group 'BreakableItem'[edit]
bDestroyCollision[edit]
Type: bool
Default value: True
BreakParticleEffectsRefs[edit]
Type: ParticleGenerator
Array size: 6
BreakSound[edit]
Type: Sound
BrokenMesh[edit]
Type: Mesh
BrokenStaticMesh[edit]
Type: StaticMesh
bShakeView[edit]
Type: bool
set this to enable the following.
DamageAmount[edit]
Type: float
DamageRadius[edit]
Type: float
DamageType[edit]
Type: class<DamageType>
Momentum[edit]
Type: float
Property group 'ShakeView'[edit]
AmbientSoundStr[edit]
Type: string
sound for duration of quake
BaseTossMagnitude[edit]
Type: float
toss Magnitudenitude at epicenter, 0 at radius
Default value: 2500000.0
bTossNPCs[edit]
Type: bool
if true, NPCs in area are tossed around
Default value: True
bTossPCs[edit]
Type: bool
if true, PCs in area are tossed around
Default value: True
Duration[edit]
Type: float
how long quake should last
Default value: 10.0
MaxTossedMass[edit]
Type: float
if bTossPawns true, only pawns <= this mass are tossed
Default value: 500.0
Radius[edit]
Type: float
radius of quake
Default value: 2048.0
ShakeMagnitude[edit]
Type: float
How much to shake the camera.
Default value: 20.0
ShakeSoundStr[edit]
Type: string
sound for each shake
TimeBetweenShakes[edit]
Type: float
time between each shake
Default value: 0.5
Internal variables[edit]
InitialHealth[edit]
Type: int
Default values[edit]
Property | Value |
---|---|
bDamageable | True |
bProjTarget | True |
bStatic | False |
Health | 20 |
Functions[edit]
Events[edit]
PreBeginPlay[edit]
Overrides: Actor.PreBeginPlay
TakeDamage[edit]
Overrides: Decoration.TakeDamage
Other instance functions[edit]
BreakApart[edit]
GetDescription[edit]
Overrides: Actor.GetDescription
GetUseIconIndex[edit]
Overrides: Actor.GetUseIconIndex
GetUsePercent[edit]
Overrides: Actor.GetUsePercent
HasUseBar[edit]
Overrides: Actor.HasUseBar