My program doesn't have bugs. It just develops random features.

UE2:ForceWall (U2)

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U2 Object >> Actor >> Brush >> Volume >> BlockingVolume >> DynamicBlockingVolume >> ForceWall
Package: 
Deployables
This class in other games:
U2XMP

null

Properties

Property group 'ForceWall'

DamageFilterClass

Type: class<DamageFilter>


Default value: Class'Deployables.DamageFilterForceWall'

Internal variables

See ForceWall internal variables.

Default values

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

FWTransition

FWT_None 
FWT_Init 
FWT_Disable 
FWT_Enable 
FWT_Hit 

Functions

Events

Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


EncroachingOn

event bool EncroachingOn (Actor Other)

Overrides: Actor.EncroachingOn


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Volume.PostBeginPlay


PostNetReceive

simulated event PostNetReceive ()

Overrides: Actor.PostNetReceive


PreBeginPlay

event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


TakeDamage

event TakeDamage (int Damage, Pawn DamageInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: Actor.TakeDamage


Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Touch

event Touch (Actor Other)

Overrides: Actor.Touch


Other instance functions

See ForceWall instance functions.