UE3:FluidSurfaceActor (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- Direct subclass:
- FluidSurfaceActorMovable
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Properties
Property group 'FluidSurfaceActor'
FluidComponent
Type: FluidSurfaceComponent
Modifiers: editconst, const
Default value: FluidSurfaceComponent'NewFluidComponent'
ProjectileEntryEffect
Type: ParticleSystem
Particle effect to play when projectile hits water
Default values
Property | Value |
---|---|
bCollideActors | True |
bMovable | False |
bNoDelete | True |
bProjTarget | True |
CollisionType | COLLIDE_CustomDefault |
Components[0] | FluidSurfaceComponent'NewFluidComponent' |
RemoteRole | ROLE_SimulatedProxy |
Subobjects
NewFluidComponent
Class: Engine.FluidSurfaceComponent
Property | Value |
---|---|
ReplacementPrimitive | None |
Events
TakeDamage
simulated event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageType> DamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)
Overrides: Actor.TakeDamage
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- DamageAmount - the base damage to apply
- EventInstigator - the Controller responsible for the damage
- HitLocation - world location where the hit occurred
- Momentum - force caused by this hit
- DamageType - class describing the damage that was done
- HitInfo - additional info about where the hit occurred
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
Touch
simulated event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)
Overrides: Actor.Touch