Always snap to grid
UE2:RocketProjectileSeeking (U2)
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Object >> Actor >> Projectile >> RocketProjectileSeeking |
- Package:
- Weapons
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Properties
Property group 'RocketProjectileSeeking'
ExplodeSound
Type: Sound
Default value: Sound'WeaponsA.RocketLauncher.RL_ExplodeMini'
MidPointOffset
Type: float
Default value: 512.0
ShakeDuration
Type: float
Default value: 0.3
ShakeMagnitude
Type: float
Default value: 20.0
ShakeRadius
Type: float
Default value: 512.0
TurnRate
Type: float
Default value: 0.38
TurnRateRampUp
Type: float
Default value: 0.6
Internal variables
bExploded
Type: bool
Index
Type: int
MidPoint
Type: Object.Vector
MidPointTimer
Type: float
PaintedTarget
Type: Actor
RocketContinueNotifyTimer
Type: float
Trail
Type: ParticleGenerator
Default values
Property | Value |
---|---|
Damage | 70.0 |
DamageRadius | 80.0 |
DrawType | DT_StaticMesh |
LifeSpan | 18.0 |
LightBrightness | 255.0 |
LightEffect | LE_NonIncidence |
LightHue | 28 |
LightRadius | 6.0 |
LightType | LT_Steady |
MaxSpeed | 1200.0 |
MomentumTransfer | 25000.0 |
MyDamageType | Class'U2.RocketDamage' |
SoundPitch | 100 |
SoundRadius | 30.0 |
SoundVolume | 255 |
SpawnSound | Sound'WeaponsA.RocketLauncher.RL_ExplodeMini' |
Speed | 1200.0 |
StaticMesh | StaticMesh'343M.Projectiles.Rocket_Small' |
TransientSoundRadius | 500.0 |
Functions
Events
Destroyed
simulated event Destroyed ()
Overrides: Actor.Destroyed
PreBeginPlay
simulated event PreBeginPlay ()
Overrides: Projectile.PreBeginPlay
TakeDamage
event TakeDamage (int Damage, Pawn InstigatedBy, Object.Vector HitLocation, Object.Vector Momentum, class<DamageType> DamageType)
Overrides: Actor.TakeDamage
Tick
simulated event Tick (float DeltaTime)
Overrides: Actor.Tick
Other instance functions
Explode
Overrides: Projectile.Explode
SetTarget
function SetTarget (Actor A)