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UE3:GameBreakableActor (UT3)

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UT3 Object >> Actor >> DynamicSMActor >> KActor >> GameBreakableActor
Package: 
GameFramework

GameBreakableActor

Currently does not yet support replication.

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'GameBreakableActor'[edit]

bParticlesAcceptDynamicLights[edit]

Type: bool


bParticlesAcceptLights[edit]

Type: bool


BreakableSteps[edit]

Type: array<BreakableStep>

sequence of events of destruction... starts at 0.

DamageTypes[edit]

Type: array<class<DamageType> >

Types of damage that are counted

ParticleLightingChannels[edit]

Type: LightComponent.LightingChannelContainer

¨Particles lighting

Internal variables[edit]

CurrentBreakableStep[edit]

Type: int

current breakable step.

Default values[edit]

Property Value
CollisionType COLLIDE_BlockAll

Subobjects[edit]

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: KActor.MyLightEnvironment

No new values.

StaticMeshComponent0[edit]

Class: Engine.StaticMeshComponent

Inherits from: KActor.StaticMeshComponent0

No new values.

Structs[edit]

BreakableParticleSystem[edit]

Modifiers: native

ParticleSystem Emitter 
Particle system to spawn.
Object.Vector Offset 
Offset relative to the breakable actor to attach the particle system.

BreakableStep[edit]

Modifiers: native

float DamageThreshold 
Total amount of damage to take before activating the event
array<BreakableParticleSystem> ParticleEmitters 
Emitter system to use when this object breaks
StaticMesh BreakMesh 
KActor template to use when this object breaks
Actor.EPhysics Physics 
The physics mode to switch to.
SoundCue BreakSound 
Sound to play.

Default values:

Property Value
DamageThreshold 0.0
Physics PHYS_RigidBody

Functions[edit]

Native functions[edit]

GetOffsetToWorld[edit]

native function Object.Vector GetOffsetToWorld (Object.Vector Offset)


SetParticlesLighting[edit]

native function SetParticlesLighting (Emitter Emit)


Events[edit]

Destroyed[edit]

event Destroyed ()

Overrides: Actor.Destroyed


TakeDamage[edit]

event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: KActor.TakeDamage

Default behaviour when shot is to apply an impulse and kick the KActor.

Other instance functions[edit]

BreakLastApart[edit]

function BreakLastApart (Controller EventInstigator)


BreakStepApart[edit]

function BreakStepApart (int BrokenStep)


HideAndDestroy[edit]

function HideAndDestroy ()


IsValidDamageType[edit]

final function bool IsValidDamageType (class<DamageTypeinDamageType)

Searches DamageTypes[] for the specified damage type.

TakeLastDamage[edit]

function TakeLastDamage (int Damage, Controller EventInstigator, bool bIsBroken, int BrokenStep)


TakeStepDamage[edit]

function TakeStepDamage (int Damage, Controller EventInstigator, bool bIsBroken, int BrokenStep)