Gah - a solution with more questions. – EntropicLqd
UE2:ImpactHandler (U2XMP)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> ImpactHandler |
Contents
- Package:
- U2
- Direct subclasses:
- ImpactAssaultRifleAlt, ImpactAssaultRifle, ImpactDispersion, ImpactEnergyRifle, ImpactGrenade, ImpactLaserRifle, ImpactHeavyRocket, ImpactMiniRocket, ImpactShotgun, ImpactTakkra, ImpactPistol, ImpactSniperRifle
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. |
ImpactHandler.uc $Author: Mfox $ $Date: 1/05/03 8:46p $ $Revision: 24 $
Properties[edit]
Property group 'ImpactHandler'[edit]
MaterialEffects[edit]
Type: array<TMaterialEffects>
MaterialSounds[edit]
Type: array<TMaterialSounds>
ReturnDefaultEffectOdds[edit]
Type: float
RicochetProjectile[edit]
Type: class<U2Projectile>
Structs[edit]
TMaterialEffects[edit]
Modifiers: native
- Material.ETextureType TextureType
- Texture DecalTexture
- float DecalScale
- class<Actor> HitEffectClass
- ParticleGenerator ParticleEffect
- float RicochetProbability
- float RicochetIncidenceThreshold
- surface normal dot projectile direction normal must be less than one minus this value. (0=any angle bounces, 1=nothing bounces)
- int MaxRicochetCount
- float RicochetDamping
- float RicochetSpreadAngle
- float Lifespan
TMaterialSounds[edit]
Modifiers: native
- Material.ETextureType TextureType
- Sound ImpactSound
- Sound RicochetSound
Functions[edit]
Static native functions[edit]
GetImpactSound[edit]
static native final function Sound GetImpactSound (Material.ETextureType TextureType, bool bRicochet)
HandleImpact[edit]
static native final function HandleImpact (Actor Source, Object.Vector HitDirection, Material.CheckResult Hit, bool bImpactSound)
Init[edit]
static native final function Init (Actor ContextActor)
Other static functions[edit]
DetermineImpactSound[edit]
ParticleImpact[edit]
static function ParticleImpact (ParticleGenerator Source, Object.ParticleHandle P, Material.CheckResult Hit)
ProjectileImpact[edit]
TraceImpact[edit]
static function TraceImpact (U2Weapon Source, Material.CheckResult Hit)
Instance functions[edit]
ForceClassToExist[edit]
function ForceClassToExist ()