My program doesn't have bugs. It just develops random features.
UE2:DECO_Smashable (UT2004)
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Object >> Actor >> Decoration >> DECO_Smashable |
Contents
- Package:
- OnslaughtBP
- Direct subclasses:
- DECO_Barricade, DECO_BreakablePost
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It Breaks good..
Properties
bImperviusToPlayer
Type: bool
If true, the player can't smash it
Default value: True
bNeedsSingleShot
Type: bool
If true, it will only smash on damage if it's all in a single shot
RespawnTime
Type: float
Default value: 30.0
Default values
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
Events
PostBeginPlay
simulated event PostBeginPlay ()
Overrides: Actor.PostBeginPlay
PostNetReceive
simulated event PostNetReceive ()
Overrides: Actor.PostNetReceive
Other instance functions
BreakApart
function BreakApart (Object.Vector HitLocation, Object.Vector momentum)
Reset
function Reset ()
Overrides: Actor.Reset
States
Broken
Broken.BeginState
event BeginState ()
Overrides: Object.BeginState (global)
Broken.Timer
event Timer ()
Overrides: Decoration.Timer (global)
Working
Modifiers: auto
Working.BeginState
event BeginState ()
Overrides: Object.BeginState (global)
Working.Bump
event Bump (Actor Other)
Overrides: Decoration.Bump (global)
Working.EncroachedBy
event EncroachedBy (Actor Other)
Overrides: Actor.EncroachedBy (global)
Working.EncroachingOn
Overrides: Actor.EncroachingOn (global)
Working.EndState
event EndState ()
Overrides: Object.EndState (global)
Working.TakeDamage
event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageType> damageType)
Overrides: Decoration.TakeDamage (global)