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UE3:GameExplosion property group GameExplosion (UDK)

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UDK Object >> GameExplosion (property group GameExplosion)

Property group 'GameExplosion'[edit]

ActorClassToIgnoreForDamage[edit]

Type: class<Actor>

The actor class to ignore for damage from this explosion *

ActorClassToIgnoreForKnockdownsAndCringes[edit]

Type: class<Actor>

The actor class to ignore for knockdowns and cringes from this explosion *

Attachee[edit]

Type: Actor

Are we attached to something? Used to attach FX for stuff like the smoke grenade.

AttacheeController[edit]

Type: Controller


bAllowPerMaterialFX[edit]

Type: bool

If true, attempt to get effect information from the physical material system. If false or a physicalmaterial is unavailable, just use the information above.

bAllowTeammateCringes[edit]

Type: bool

True to allow teammates to cringe, regardless of friendly fire setting.

bAttachExplosionEmitterToAttachee[edit]

Type: bool

Whether or not we should attach something to the attachee *

bAutoControllerVibration[edit]

Type: bool

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

Default value: True

bCausesFracture[edit]

Type: bool

Controls if this explosion will cause fracturing

Default value: True

bDirectionalExplosion[edit]

Type: bool

If TRUE, this will be a "directional" explosion, meaning that all radial effects will be applied only

within DirectionalExplosionAngleDeg degrees of the blast's facing direction (which should be supplied via Explode()).

bOrientCameraShakeTowardsEpicenter[edit]

Type: bool

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

bParticleSystemIsBeingOverriddenDontUsePhysMatVersion[edit]

Type: bool

So for tagged grenades we need override the particle system but still want material based decals and such. *

bUseMapSpecificValues[edit]

Type: bool

This tells the explosion to look in the Map's MapSpecific info *

bUseOverlapCheck[edit]

Type: bool


CameraLensEffect[edit]

Type: class<EmitterCameraLensEffectBase>

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

This is the radius to play the camera effect on *

CamShake[edit]

Type: CameraShake

Modifiers: editinline

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

CamShake_Left[edit]

Type: CameraShake

Modifiers: editinline

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: editinline

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: editinline

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

Exponent for intensity falloff between inner and outer radii.

Default value: 2.0

CamShakeInnerRadius[edit]

Type: float

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

CamShakeOuterRadius[edit]

Type: float

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

CringeDuration[edit]

Type: Object.Vector2D

duration of the cringe. X=duration at epicenter, Y=duration at CringeRadius. Values <0 mean use default cringe.

Default value:

Member Value
X -1.0
Y -1.0

CringeRadius[edit]

Type: float

radius at which people will cringe from the explosion *

Damage[edit]

Type: float

Amount of damage done at the epicenter.

DamageDelay[edit]

Type: float

Delay before applying damage after spawning FX, 0.f == no delay

DamageFalloffExponent[edit]

Type: float

Defines how damage falls off. High numbers cause faster falloff, lower (closer to zero) cause slower falloff. 1 is linear.

DamageRadius[edit]

Type: float

Damage range.

DirectionalExplosionAngleDeg[edit]

Type: float

Half-angle, in degrees, of the cone that defines the effective area of a directional explosion.

ExploLight[edit]

Type: PointLightComponent

Defines the dynamic light cast by the explosion

ExploLightFadeOutTime[edit]

Type: float

Dynamic Light fade out time, in seconds

ExploRadialBlur[edit]

Type: RadialBlurComponent

Defines the blurred region for the explosion

ExploRadialBlurFadeOutTime[edit]

Type: float

Radial blur fade out time, in seconds

ExploRadialBlurMaxBlur[edit]

Type: float

Radial blur max blur amount

Default value: 2.0

ExplosionEmitterScale[edit]

Type: float

Scalar for increasing/decreasing explosion effect size.

Default value: 1.0

ExplosionSound[edit]

Type: SoundCue

Audio to play at explosion time.

FractureMeshRadius[edit]

Type: float

How far away from explosion we break bits off

FracturePartVel[edit]

Type: float

How hard to throw broken off pieces

KnockDownRadius[edit]

Type: float

radius at which people will be knocked down/ragdolled by the projectile's explosion *

KnockDownStrength[edit]

Type: float

Fixme: base this on MomentumTransferScale?

MomentumTransferScale[edit]

Type: float

Percentage of damagetype's momentum to apply.

Default value: 1.0

MyDamageType[edit]

Type: class<DamageType>

What damagetype to use

ParticleEmitterTemplate[edit]

Type: ParticleSystem

Which particle effect to play.