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UE2:XMPVehicleBarrel (U2)

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U2 Object >> Actor >> Pawn >> XMPVehicleBarrel
Package: 
Engine
Direct subclasses:
BaseGiantTurretBarrel, HarbingerTurretBarrel, CarnivalTurretBarrel, GardenTurretBarrel, HarbingerBubbleTurretBarrel, JuggernautFrontTurretBarrel, JuggernautTurretBarrelBase, LowlandsGiantTurretBarrel, LowlandsMediumWingedTurretBarrel, LowlandsRoundhouseTurretBarrel, RaptorTurretBarrel

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Properties

Property group 'XMPVehicleBarrel'

BarrelBone

Type: name


Default value: 'Turret1'

BloodEffect

Type: class<Actor>


DirtEffect

Type: class<Actor>


SparkEffect

Type: class<Actor>


TargetableTypes

Type: array<name>

Types of classes we can target (for crosshair glows).

Internal variables

See XMPVehicleBarrel internal variables.

Default values

Property Value
bBlockActors False
bBlockPlayers False
bCanBeBaseForPawns True
bCanPickupInventory False
bCollideWorld False
bCrawler True
bHardAttach True
bIgnoreEncroachers True
bNetNotify True
bOwnerNoSee False
bShowRadar False
bSimGravityDisabled True
bSpecialCalcView True
bStasis False
bUpdateSimulatedPosition False
bUseEnabled False
ControllerClass None
DrawType DT_StaticMesh
LandMovementState 'PlayerDriving'
Physics PHYS_Flying
RadarRotationOffset -16384

Functions

Events

Destroyed

simulated event Destroyed ()

Overrides: Pawn.Destroyed


EncroachedBy

simulated event EncroachedBy (Actor Other)

Overrides: Pawn.EncroachedBy


PostBeginPlay

event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


PostNetBeginPlay

simulated event PostNetBeginPlay ()

Overrides: Pawn.PostNetBeginPlay


postnetreceive

simulated event postnetreceive ()

Overrides: Actor.PostNetReceive


TakeDamage

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Pawn.TakeDamage


ThirdPersonEffects

simulated event ThirdPersonEffects ()


Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions

See XMPVehicleBarrel instance functions.

States

Firing

Modifiers: simulated

Ignores: Fire

Firing.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


Firing.EndState

simulated event EndState ()

Overrides: Object.EndState (global)


Idle

Modifiers: simulated