My program doesn't have bugs. It just develops random features.
UE2:DestroyableObjective_SM (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective >> DestroyableObjective >> DestroyableObjective_SM |
Contents
- Package:
- UnrealGame
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
DestroyableObjective_SM Created by Laurent Delayen © 2003, Epic Games, Inc. All Rights Reserved Specific subclass using staticmesh collision instead of cylinder collision. also provides an optional "destroyed version" staticmesh
Properties
Property group 'DestroyableObjective_SM'
AntiPortalTag
Type: name
DestroyedStaticMesh
Type: StaticMesh
Internal variables
AntiPortals
Type: array<AntiPortalActor>
OldStaticMesh
Type: StaticMesh
OriginalMesh
Type: StaticMesh
Default values
Property | Value |
---|---|
bBlockActors | True |
bBlockKarma | True |
bBlocksTeleport | True |
bEdShouldSnap | True |
bHidden | False |
bStaticLighting | True |
DrawType | DT_StaticMesh |
StaticMesh | StaticMesh'Editor.TexPropCube' |
Functions
Events
PostBeginPlay
simulated event PostBeginPlay ()
Overrides: DestroyableObjective.PostBeginPlay
PostNetReceive
simulated event PostNetReceive ()
Overrides: GameObjective.PostNetReceive
Other instance functions
AdjustAntiPortals
simulated function AdjustAntiPortals ()
DisableObjective
function DisableObjective (Pawn Instigator)
Overrides: DestroyableObjective.DisableObjective
Reset
function Reset ()
Overrides: DestroyableObjective.Reset
UpdatePrecacheStaticMeshes
simulated function UpdatePrecacheStaticMeshes ()
Overrides: Actor.UpdatePrecacheStaticMeshes