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UE2:ForceWall (U2)
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Object >> Actor >> Brush >> Volume >> BlockingVolume >> DynamicBlockingVolume >> ForceWall |
Contents
- Package:
- Deployables
- This class in other games:
- U2XMP
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Properties[edit]
Property group 'ForceWall'[edit]
DamageFilterClass[edit]
Type: class<DamageFilter>
Default value: Class'Deployables.DamageFilterForceWall'
Internal variables[edit]
See ForceWall internal variables.
Default values[edit]
Property | Value |
---|---|
AmbientSound | Sound'U2XMPA.FieldGenerator.ForceWallAmbient' |
bAlwaysRelevantToInstigator | False |
bAlwaysRelevantToOwner | False |
bBlockZeroExtentTraces | True |
bCanBeBaseForPawns | False |
bNetNotify | True |
bProjTarget | True |
bUsable | True |
RemoteRole | ROLE_SimulatedProxy |
SoundRadius | 60.0 |
SoundVolume | 255 |
Texture | Texture'DeveloperT.Special.TypeMask_Plasma' |
Enums[edit]
FWTransition[edit]
- FWT_None
- FWT_Init
- FWT_Disable
- FWT_Enable
- FWT_Hit
Functions[edit]
Events[edit]
Destroyed[edit]
simulated event Destroyed ()
Overrides: Actor.Destroyed
EncroachingOn[edit]
Overrides: Actor.EncroachingOn
PostBeginPlay[edit]
simulated event PostBeginPlay ()
Overrides: Volume.PostBeginPlay
PostNetReceive[edit]
simulated event PostNetReceive ()
Overrides: Actor.PostNetReceive
PreBeginPlay[edit]
event PreBeginPlay ()
Overrides: Actor.PreBeginPlay
TakeDamage[edit]
event TakeDamage (int Damage, Pawn DamageInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageType> DamageType)
Overrides: Actor.TakeDamage
Tick[edit]
simulated event Tick (float DeltaTime)
Overrides: Actor.Tick
Touch[edit]
event Touch (Actor Other)
Overrides: Actor.Touch