Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE2:DECO_Smashable (UT2004)

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UT2004 Object >> Actor >> Decoration >> DECO_Smashable
Package: 
OnslaughtBP
Direct subclasses:
DECO_Barricade, DECO_BreakablePost

It Breaks good..

Properties[edit]

bImperviusToPlayer[edit]

Type: bool

If true, the player can't smash it

Default value: True

bNeedsSingleShot[edit]

Type: bool

If true, it will only smash on damage if it's all in a single shot

RespawnTime[edit]

Type: float


Default value: 30.0

Default values[edit]

Property Value
bBlockActors True
bBlockKarma True
bCollideActors True
bCollideWorld True
bDamageable True
bEdShouldSnap True
bFixedRotationDir True
bMovable False
bNetInitialRotation True
bNetNotify True
bOrientOnSlope False
bStasis False
bStatic False
bUseCylinderCollision True
CullDistance 4500.0
NetUpdateFrequency 1.0
RemoteRole ROLE_SimulatedProxy

Functions[edit]

Events[edit]

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PostNetReceive[edit]

simulated event PostNetReceive ()

Overrides: Actor.PostNetReceive


Other instance functions[edit]

BreakApart[edit]

function BreakApart (Object.Vector HitLocation, Object.Vector momentum)


Reset[edit]

function Reset ()

Overrides: Actor.Reset


States[edit]

Broken[edit]

Broken.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Broken.Timer[edit]

event Timer ()

Overrides: Decoration.Timer (global)


Working[edit]

Modifiers: auto

Working.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Working.Bump[edit]

event Bump (Actor Other)

Overrides: Decoration.Bump (global)


Working.EncroachedBy[edit]

event EncroachedBy (Actor Other)

Overrides: Actor.EncroachedBy (global)


Working.EncroachingOn[edit]

event bool EncroachingOn (Actor Other)

Overrides: Actor.EncroachingOn (global)


Working.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Working.TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Decoration.TakeDamage (global)