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UE3:GameExplosionContent (UDK)

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Revision as of 05:39, 17 January 2010 by Wormbo (Talk | contribs) (1 revision: class descriptions for UDK January update (part 2))

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UDK Object >> GameExplosionContent
Package: 
GameFramework

This is a content only archetype object to allow artists to update explosion content without programmer intervention

Properties[edit]

Property group 'Audio'[edit]

ExplosionSound[edit]

Type: SoundCue

Modifiers: const

Audio to play at explosion time.

Property group 'Blur'[edit]

ExploRadialBlur[edit]

Type: RadialBlurComponent

Modifiers: const, editinline

Defines the blurred region for the explosion

ExploRadialBlurFadeOutTime[edit]

Type: float

Modifiers: const

Radial blur fade out time, in seconds

ExploRadialBlurMaxBlur[edit]

Type: float

Modifiers: const

Radial blur max blur amount

Property group 'Camera'[edit]

bOrientCameraShakeTowardsEpicenter[edit]

Type: bool

Modifiers: const

TRUE to rotate CamShake to play radially relative to the explosion. Left/Right/Rear will be ignored.

CameraLensEffect[edit]

Type: class<EmitterCameraLensEffectBase>

Modifiers: const

Play this CameraLensEffect when ever damage of this type is given. This will primarily be used by explosions. But could be used for other impacts too! *

CameraLensEffectRadius[edit]

Type: float

Modifiers: const

This is the radius to play the camera effect on *

CamShake[edit]

Type: CameraShake

Modifiers: const

Shake to play when source is in front of the camera, or when directional variants are unspecified.

CamShake_Left[edit]

Type: CameraShake

Modifiers: const

Anim to play when the source event is to the left of the camera. If None, CamShake will be used instead.

CamShake_Rear[edit]

Type: CameraShake

Modifiers: const

Anim to play when the source event is behind of the camera. If None, CamShake will be used instead.

CamShake_Right[edit]

Type: CameraShake

Modifiers: const

Anim to play when the source event is to the right of the camera. If None, CamShake will be used instead.

CamShakeFalloff[edit]

Type: float

Modifiers: const

Exponent for intensity falloff between inner and outer radii.

CamShakeInnerRadius[edit]

Type: float

Modifiers: const

Radius within which to play full-powered camera shake (will be scaled within radius) const

CamShakeOuterRadius[edit]

Type: float

Modifiers: const

Between inner and outer radii, scale shake from full to zero

Property group 'Fog'[edit]

FogVolumeArchetype[edit]

Type: FogVolumeSphericalDensityInfo

Modifiers: const

The archetype that the artists set up that will be spawned with this explosion *

Property group 'GameExplosionContent'[edit]

bAutoControllerVibration[edit]

Type: bool

Modifiers: const

TRUE to attempt to automatically do force feedback to match the camera shake

Property group 'Light'[edit]

ExploLight[edit]

Type: PointLightComponent

Modifiers: const, editinline

Defines the dynamic light cast by the explosion

ExploLightFadeOutTime[edit]

Type: float

Modifiers: const

Dynamic Light fade out time, in seconds

Property group 'Particle'[edit]

ParticleEmitterTemplate[edit]

Type: ParticleSystem

Modifiers: const

Which particle effect to play.