My program doesn't have bugs. It just develops random features.
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
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
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<DamageType> DamageType)
Overrides: Actor.TakeDamage
Tick
simulated event Tick (float DeltaTime)
Overrides: Actor.Tick
Touch
event Touch (Actor Other)
Overrides: Actor.Touch