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UE3:FluidSurfaceActor (UDK)

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UDK Object >> Actor >> FluidSurfaceActor
Package: 
Engine
Direct subclass:
FluidSurfaceActorMovable


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<DamageTypeDamageType, 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