Mostly Harmless
UE3:GameExplosionActor (UDK)
Contents
- 1 Properties
- 1.1 bActiveReloadBonusActive
- 1.2 bDrawDebug
- 1.3 bHasExploded
- 1.4 DirectionalExplosionMinDot
- 1.5 ExplosionDirection
- 1.6 ExplosionLight
- 1.7 ExplosionRadialBlur
- 1.8 ExplosionTemplate
- 1.9 HitActorFromPhysMaterialTrace
- 1.10 HitLocationFromPhysMaterialTrace
- 1.11 InstigatorController
- 1.12 LightFadeTime
- 1.13 LightFadeTimeRemaining
- 1.14 LightInitialBrightness
- 1.15 RadialBlurFadeTime
- 1.16 RadialBlurFadeTimeRemaining
- 1.17 RadialBlurMaxBlurAmount
- 1.18 RadialImpulseComponent
- 1.19 Default values
- 1.20 Subobjects
- 2 Functions
- 2.1 Events
- 2.2 Other instance functions
- 2.2.1 ChooseCameraShake
- 2.2.2 CringePawn
- 2.2.3 DoBreakFracturedMeshes
- 2.2.4 DoCringesAndKnockdowns
- 2.2.5 DoExplosionCameraEffects
- 2.2.6 DoExplosionDamage
- 2.2.7 DoFullDamageToActor
- 2.2.8 DrawDebug
- 2.2.9 GetPhysicalMaterial
- 2.2.10 HurtExplosion
- 2.2.11 IsBehindExplosion
- 2.2.12 KnockdownPawn
- 2.2.13 ShouldDoCringeFor
- 2.2.14 SpawnExplosionDecal
- 2.2.15 SpawnExplosionFogVolume
- 2.2.16 SpawnExplosionParticleSystem
- 2.2.17 UpdateExplosionTemplateWithPerMaterialFX
- Package:
- GameFramework
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Properties[edit]
bActiveReloadBonusActive[edit]
Type: bool
Whether or not this Explosion is from something that has an ActiveReload bonus that is active *
bDrawDebug[edit]
Type: bool
Toggles debug explosion rendering.
bHasExploded[edit]
Type: bool
Modifiers: protected, transient
True if explosion has occurred.
DirectionalExplosionMinDot[edit]
Type: float
Modifiers: transient
Minimum dot product for explosion to be able to affect a point. Used as an optimization for directional explosions.
ExplosionDirection[edit]
Type: Object.Vector
Modifiers: transient
Forward dir for directional explosions.
ExplosionLight[edit]
Type: PointLightComponent
Modifiers: protected, transient
The actual light used for the explosion.
ExplosionRadialBlur[edit]
Type: RadialBlurComponent
Modifiers: protected, transient
Temp data for radial blur fading.
ExplosionTemplate[edit]
Type: GameExplosion
Temp reference to the explosion template, used for delayed damage
HitActorFromPhysMaterialTrace[edit]
Type: Actor
This the saved off hit actor and location from the GetPhysicalMaterial trace so we can see if it is a FluidSurfaceActor and then apply some forces to it *
HitLocationFromPhysMaterialTrace[edit]
Type: Object.Vector
InstigatorController[edit]
Type: Controller
player responsible for damage
LightFadeTime[edit]
Type: float
Modifiers: protected, transient
Temp data for light fading.
LightFadeTimeRemaining[edit]
Type: float
Modifiers: protected, transient
LightInitialBrightness[edit]
Type: float
Modifiers: protected, transient
RadialBlurFadeTime[edit]
Type: float
Modifiers: protected, transient
RadialBlurFadeTimeRemaining[edit]
Type: float
Modifiers: protected, transient
RadialBlurMaxBlurAmount[edit]
Type: float
Modifiers: protected, transient
RadialImpulseComponent[edit]
Type: RB_RadialImpulseComponent
Modifiers: protected
Used to push physics when explosion goes off.
Default value: RB_RadialImpulseComponent'ImpulseComponent0'
Default values[edit]
Property | Value |
---|---|
CollisionType | COLLIDE_CustomDefault |
Components[0] | RB_RadialImpulseComponent'ImpulseComponent0' |
Subobjects[edit]
ImpulseComponent0[edit]
Class: Engine.RB_RadialImpulseComponent
Property | Value |
---|---|
ReplacementPrimitive | None |
Functions[edit]
Events[edit]
Explode[edit]
Parameters:
- Direction - For bDirectionalExplosion=true explosions, this is the forward direction of the blast.
Todo: break this up into the same methods that NanoWeapon uses (SpawnImpactEffects, SpawnImpactSounds, SpawnImpactDecal) as they are all orthogonal and so indiv subclasses can choose to have base functionality or override
PreBeginPlay[edit]
Overrides: Actor.PreBeginPlay
Tick[edit]
Overrides: Actor.Tick
Other instance functions[edit]
ChooseCameraShake[edit]
Internal. When using directional camera shakes, used to determine which anim to use.
Todo: nativise for speed?
CringePawn[edit]
Internal. Makes pawns cringe down from the explosion.
DoBreakFracturedMeshes[edit]
Look for FSMAs in radius and break parts off.
DoCringesAndKnockdowns[edit]
Internal. Handle making pawns cringe or fall down from nearby explosions. Server only.
DoExplosionCameraEffects[edit]
DoExplosionDamage[edit]
DoFullDamageToActor[edit]
DrawDebug[edit]
GetPhysicalMaterial[edit]
Internal. Tries to find a physical material for the surface the explosion occurred upon.
Note: It sucks doing an extra trace here. We could conceivably pass the physical material info around by changing the lower level physics code (e.g. processHitWall), but that's a big engine-level change.
HurtExplosion[edit]
Does damage modeling and application for explosions
IsBehindExplosion[edit]
KnockdownPawn[edit]
Internal. Knocks given pawn down from the explosion.
ShouldDoCringeFor[edit]
Return if this particular actor should do a cringe/knockdown
SpawnExplosionDecal[edit]
SpawnExplosionFogVolume[edit]
SpawnExplosionParticleSystem[edit]
UpdateExplosionTemplateWithPerMaterialFX[edit]
Internal. Extract what data we can from the physical material-based effects system and stuff it into the ExplosionTemplate. Data in the physical material will take precedence.
We are also going to be checking for relevance here as when any of these params are "none" / invalid we do not play those effects in Explode(). So this way we avoid any work on looking things up in the physmaterial