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UE2:ImpactHandler (U2XMP)
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Object >> ImpactHandler |
Contents
- Package:
- U2
- Direct subclasses:
- ImpactAssaultRifleAlt, ImpactAssaultRifle, ImpactDispersion, ImpactEnergyRifle, ImpactGrenade, ImpactLaserRifle, ImpactHeavyRocket, ImpactMiniRocket, ImpactShotgun, ImpactTakkra, ImpactPistol, ImpactSniperRifle
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ImpactHandler.uc $Author: Mfox $ $Date: 1/05/03 8:46p $ $Revision: 24 $
Properties
Property group 'ImpactHandler'
MaterialEffects
Type: array<TMaterialEffects>
MaterialSounds
Type: array<TMaterialSounds>
ReturnDefaultEffectOdds
Type: float
RicochetProjectile
Type: class<U2Projectile>
Structs
TMaterialEffects
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
Modifiers: native
- Material.ETextureType TextureType
- Sound ImpactSound
- Sound RicochetSound
Functions
Static native functions
GetImpactSound
static native final function Sound GetImpactSound (Material.ETextureType TextureType, bool bRicochet)
HandleImpact
static native final function HandleImpact (Actor Source, Object.Vector HitDirection, Material.CheckResult Hit, bool bImpactSound)
Init
static native final function Init (Actor ContextActor)
Other static functions
DetermineImpactSound
ParticleImpact
static function ParticleImpact (ParticleGenerator Source, Object.ParticleHandle P, Material.CheckResult Hit)
ProjectileImpact
TraceImpact
static function TraceImpact (U2Weapon Source, Material.CheckResult Hit)
Instance functions
ForceClassToExist
function ForceClassToExist ()