Always snap to grid
UE2:KVehicle (UE2Runtime)
From Unreal Wiki, The Unreal Engine Documentation Site
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. |
Generic 'Karma Vehicle' base class that can be controlled by a Pawn.
Constants
FilterFrames
Value: 5
Properties
Property group 'KVehicle'
bAutoDrive
Type: bool
DestroyEffectClass
DrivePos
Type: Object.Vector
Position (rel to vehicle) to put player while driving.
DriveRot
Type: Object.Rotator
ExitPositions
Type: array<Object.Vector>
Positions (rel to vehicle) to try putting the player when exiting.
Steering
Type: float
between -1 and 1
Throttle
Type: float
between -1 and 1
Internal variables
bGetOut
Type: bool
bHistoryWarmup
Type: bool
Default value: True
bVehicleIsAltFiring
Type: bool
bVehicleIsFiring
Type: bool
CameraHistory
Type: Object.Vector
Array size: 5 (FilterFrames
)
Driver
Type: Pawn
NextHistorySlot
Type: int
ParentFactory
Type: KVehicleFactory
Default values
Property | Value |
---|---|
bAlwaysRelevant | True |
bBlockKarma | True |
bCanBeBaseForPawns | True |
bCollideWorld | False |
bEdShouldSnap | True |
bNetInitialRotation | True |
bSpecialCalcView | True |
CollisionHeight | 1.0 |
CollisionRadius | 1.0 |
Physics | PHYS_Karma |
Functions
Native functions
GraphData
Events
Destroyed
simulated event Destroyed ()
Overrides: Pawn.Destroyed
EncroachedBy
event EncroachedBy (Actor Other)
Overrides: Pawn.EncroachedBy
KVehicleUpdateParams
simulated event KVehicleUpdateParams ()
TakeDamage
event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageType> damageType)
Overrides: Pawn.TakeDamage
Tick
simulated event Tick (float deltaSeconds)
Overrides: Actor.Tick
VehicleStateReceived
event VehicleStateReceived ()
Other instance functions
ClientKDriverEnter
simulated function ClientKDriverEnter (PlayerController pc)
ClientKDriverLeave
simulated function ClientKDriverLeave (PlayerController pc)
KDriverEnter
function KDriverEnter (Pawn p)
KDriverLeave
SpecialCalcView
simulated function bool SpecialCalcView (out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation)
Overrides: Pawn.SpecialCalcView
TryToDrive
function TryToDrive (Pawn p)
VehicleCeaseFire
function VehicleCeaseFire (bool bWasAltFire)
VehicleFire
function VehicleFire (bool bWasAltFire)