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UE2:HackEffect (U2)

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U2 Object >> Actor >> HackEffect
Package: 
Legend

null

Properties[edit]

Property group 'HackEffect'[edit]

TeamPulseEffects[edit]

Type: array<BendiBeamGenerator>


Default value, index 0: BendiBeamGenerator'Hack_FX.BendiBeamGenerator1'

Default value, index 1: BendiBeamGenerator'Hack_FX.BendiBeamGenerator2'

Internal variables[edit]

ClientEnabled[edit]

Type: bool


ClientHacker[edit]

Type: Pawn


ClientHackObject[edit]

Type: Actor


ClientTeamIndex[edit]

Type: int


Default value: 255

EndAttachProxy[edit]

Type: HackEffectProxy


PulseEffect[edit]

Type: BendiBeamGenerator


ServerEnabled[edit]

Type: bool


ServerHacker[edit]

Type: Pawn


ServerHackObject[edit]

Type: Actor


ServerTeamIndex[edit]

Type: int


SpinEffect[edit]

Type: ParticleGenerator


Default values[edit]

Property Value
bNetNotify True
DrawType DT_None
RemoteRole ROLE_SimulatedProxy

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


PostNetReceive[edit]

simulated event PostNetReceive ()

Overrides: Actor.PostNetReceive


Other instance functions[edit]

CreateEffects[edit]

simulated function CreateEffects ()


DestroyEffects[edit]

simulated function DestroyEffects ()


GetTeam[edit]

simulated function int GetTeam ()

Overrides: Actor.GetTeam


HandleTeamChange[edit]

simulated function HandleTeamChange (int OldTeamIndex, int NewTeamIndex)


Initialize[edit]

simulated function Initialize ()


SetEnabled[edit]

simulated function SetEnabled (bool NewEnabled)


SetHacker[edit]

simulated function SetHacker (Pawn NewHacker)


SetHackObject[edit]

simulated function SetHackObject (Actor NewHackObject)


SetTeam[edit]

simulated function SetTeam (int NewTeam)

Overrides: Actor.SetTeam