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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

Property group 'GameBreakableActor'

bParticlesAcceptDynamicLights

Type: bool


bParticlesAcceptLights

Type: bool


BreakableSteps

Type: array<BreakableStep>

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

DamageTypes

Type: array<class<DamageType> >

Types of damage that are counted

ParticleLightingChannels

Type: LightComponent.LightingChannelContainer

¨Particles lighting

Internal variables

CurrentBreakableStep

Type: int

current breakable step.

Default values

Property Value
CollisionType COLLIDE_BlockAll

Subobjects

MyLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: KActor.MyLightEnvironment

No new values.

StaticMeshComponent0

Class: Engine.StaticMeshComponent

Inherits from: KActor.StaticMeshComponent0

No new values.

Structs

BreakableParticleSystem

Modifiers: native

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

BreakableStep

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

Native functions

GetOffsetToWorld

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


SetParticlesLighting

native function SetParticlesLighting (Emitter Emit)


Events

Destroyed

event Destroyed ()

Overrides: Actor.Destroyed


TakeDamage

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

BreakLastApart

function BreakLastApart (Controller EventInstigator)


BreakStepApart

function BreakStepApart (int BrokenStep)


HideAndDestroy

function HideAndDestroy ()


IsValidDamageType

final function bool IsValidDamageType (class<DamageTypeinDamageType)

Searches DamageTypes[] for the specified damage type.

TakeLastDamage

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


TakeStepDamage

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