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UE2:U2Decoration (U2XMP)

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U2XMP Object >> Actor >> Decoration >> U2Decoration
Package: 
U2
Direct subclasses:
WireBaseC, ShianFighter01, Boulder1, Acheron, AtlantisDropship, AtlantisDropshipBig, AtlantisHI, Barrel1, Barrel2, Barrel3, Boulder2, Boulder, BreakableItem, DrakkSensorArray, DrakkSFG, Shbarrel1, Fan2, Gib, HiTecCameraBase, HiTecCamera, HumanAutoCannon, HumanDecoration, HumanPDS, HumanSensorArray, StriderSensorArray, LightBox2, LightBox, WireSkewed, PipeA, PipeB, PipeBend, PipeC, PipeD, PipeE, PipeF, PipeG, TubeLight2, SeaWeed, SpaceChair, StriderMedicalStation, StriderSFG, TubeLight, TwoTriangles, U2Cube, U2Cylinder, U2Diamond, U2M7, U2Pyramid, U2Sphere, U2Spring, WireBaseA, WireBaseB, WireBaseD, WireLong, WireShort, U2Decorations.ArtifactSpeed

U2Decoration.uc

Properties

Property group 'Animation'

bMultiAnimEnabled

Type: bool


MaxAnimRate

Type: float


Default value: 1.0

MinAnimRate

Type: float


Default value: 1.0

MultiAnimMaxRate

Type: float

Array size: 4


MultiAnimMinRate

Type: float

Array size: 4


MultiAnimSequence

Type: name

Array size: 4


Property group 'Bounceable'

BaseBouncePitch

Type: float


Default value: 1.0

BaseBounceVolume

Type: float


Default value: 1.0

bBounceable

Type: bool

if true, decoration bounces

BounceDamping

Type: float


Default value: 0.3

HitDamage

Type: float


HitDamageType

Type: class<DamageType>


Default value: Class'U2.DamageTypePhysical'

HitMomentum

Type: float


LandedPitch

Type: float

if > 0, final (landed) pitch is set to this

Default value: -1.0

LandedRoll

Type: float

if > 0, final (landed) roll is set to this

Default value: -1.0

LandedYaw

Type: float

if > 0, final (landed) yaw is set to this

Default value: -1.0

LandSound1

Type: Sound


MinBounceSoundSpeed

Type: float


Default value: 200.0

MinBounceSpeed

Type: float


Default value: 200.0

MinFirstHitSpeed

Type: float


Default value: 400.0

PitchPerturbPercent

Type: float


Default value: 10.0

RotationDamping

Type: float


Default value: 0.3

VolumePerturbPercent

Type: float


Default value: 30.0

Property group 'Breakable'

FragmentClass

Type: class<Fragment>


FragmentCount

Type: int


Default value: 12

FragmentSize

Type: float


FragmentSkin

Type: Texture


HitPoints

Type: int

if > 0, decoration is breakable

MinDamageVelocityZ

Type: int


Default value: 500

Property group 'U2Decoration'

DamageFilterClass

Type: class<DamageFilter>


Default value: Class'U2.DamageFilterDecoration'

Internal variables

bFirstHit

Type: bool


Default values

Property Value
bBlockActors True
bBlockPlayers True
bCanTeleport True
bCollideActors True
bIgnoreSingularityDamage False
bIgnoreSingularityForces False
Buoyancy 60.0
Mass 50.0

Functions

Events

BaseChange

singular event BaseChange ()

Overrides: Decoration.BaseChange


Bump

event Bump (Actor Other)

Overrides: Decoration.Bump


HitWall

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Decoration.HitWall


Landed

simulated event Landed (Object.Vector HitNormal)

Overrides: Decoration.Landed


PreBeginPlay

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


Timer

event Timer ()

Overrides: Decoration.Timer


Touch

singular event Touch (Actor Other)

Overrides: Actor.Touch


Other instance functions

InitFor

function InitFor (Actor Other)


PostEditChange

simulated function PostEditChange ()


SetupBounce

function SetupBounce ()


TakeDamage

function TakeDamage (int Damage, Pawn InstigatedBy, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: Decoration.TakeDamage