Gah - a solution with more questions. – EntropicLqd
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
bActiveReloadBonusActive
Type: bool
Whether or not this Explosion is from something that has an ActiveReload bonus that is active *
bDrawDebug
Type: bool
Toggles debug explosion rendering.
bHasExploded
Type: bool
Modifiers: protected, transient
True if explosion has occurred.
DirectionalExplosionMinDot
Type: float
Modifiers: transient
Minimum dot product for explosion to be able to affect a point. Used as an optimization for directional explosions.
ExplosionDirection
Type: Object.Vector
Modifiers: transient
Forward dir for directional explosions.
ExplosionLight
Type: PointLightComponent
Modifiers: protected, transient
The actual light used for the explosion.
ExplosionRadialBlur
Type: RadialBlurComponent
Modifiers: protected, transient
Temp data for radial blur fading.
ExplosionTemplate
Type: GameExplosion
Temp reference to the explosion template, used for delayed damage
HitActorFromPhysMaterialTrace
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
Type: Object.Vector
InstigatorController
Type: Controller
player responsible for damage
LightFadeTime
Type: float
Modifiers: protected, transient
Temp data for light fading.
LightFadeTimeRemaining
Type: float
Modifiers: protected, transient
LightInitialBrightness
Type: float
Modifiers: protected, transient
RadialBlurFadeTime
Type: float
Modifiers: protected, transient
RadialBlurFadeTimeRemaining
Type: float
Modifiers: protected, transient
RadialBlurMaxBlurAmount
Type: float
Modifiers: protected, transient
RadialImpulseComponent
Type: RB_RadialImpulseComponent
Modifiers: protected
Used to push physics when explosion goes off.
Default value: RB_RadialImpulseComponent'ImpulseComponent0'
Default values
Property | Value |
---|---|
CollisionType | COLLIDE_CustomDefault |
Components[0] | RB_RadialImpulseComponent'ImpulseComponent0' |
Subobjects
ImpulseComponent0
Class: Engine.RB_RadialImpulseComponent
Property | Value |
---|---|
ReplacementPrimitive | None |
Functions
Events
Explode
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
Overrides: Actor.PreBeginPlay
Tick
Overrides: Actor.Tick
Other instance functions
ChooseCameraShake
Internal. When using directional camera shakes, used to determine which anim to use.
Todo: nativise for speed?
CringePawn
Internal. Makes pawns cringe down from the explosion.
DoBreakFracturedMeshes
Look for FSMAs in radius and break parts off.
DoCringesAndKnockdowns
Internal. Handle making pawns cringe or fall down from nearby explosions. Server only.
DoExplosionCameraEffects
DoExplosionDamage
DoFullDamageToActor
DrawDebug
GetPhysicalMaterial
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
Does damage modeling and application for explosions
IsBehindExplosion
KnockdownPawn
Internal. Knocks given pawn down from the explosion.
ShouldDoCringeFor
Return if this particular actor should do a cringe/knockdown
SpawnExplosionDecal
SpawnExplosionFogVolume
SpawnExplosionParticleSystem
UpdateExplosionTemplateWithPerMaterialFX
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