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UE3:GameExplosion property group GameExplosion (UDK)
Object >> GameExplosion (property group GameExplosion) |
Contents
- 1 Property group 'GameExplosion'
- 1.1 ActorClassToIgnoreForDamage
- 1.2 ActorClassToIgnoreForKnockdownsAndCringes
- 1.3 Attachee
- 1.4 AttacheeController
- 1.5 bAllowPerMaterialFX
- 1.6 bAllowTeammateCringes
- 1.7 bAttachExplosionEmitterToAttachee
- 1.8 bAutoControllerVibration
- 1.9 bCausesFracture
- 1.10 bDirectionalExplosion
- 1.11 bOrientCameraShakeTowardsEpicenter
- 1.12 bParticleSystemIsBeingOverriddenDontUsePhysMatVersion
- 1.13 bUseMapSpecificValues
- 1.14 bUseOverlapCheck
- 1.15 CameraLensEffect
- 1.16 CameraLensEffectRadius
- 1.17 CamShake
- 1.18 CamShake_Left
- 1.19 CamShake_Rear
- 1.20 CamShake_Right
- 1.21 CamShakeFalloff
- 1.22 CamShakeInnerRadius
- 1.23 CamShakeOuterRadius
- 1.24 CringeDuration
- 1.25 CringeRadius
- 1.26 Damage
- 1.27 DamageDelay
- 1.28 DamageFalloffExponent
- 1.29 DamageRadius
- 1.30 DirectionalExplosionAngleDeg
- 1.31 ExploLight
- 1.32 ExploLightFadeOutTime
- 1.33 ExploRadialBlur
- 1.34 ExploRadialBlurFadeOutTime
- 1.35 ExploRadialBlurMaxBlur
- 1.36 ExplosionEmitterScale
- 1.37 ExplosionSound
- 1.38 FractureMeshRadius
- 1.39 FracturePartVel
- 1.40 KnockDownRadius
- 1.41 KnockDownStrength
- 1.42 MomentumTransferScale
- 1.43 MyDamageType
- 1.44 ParticleEmitterTemplate
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Property group 'GameExplosion'
ActorClassToIgnoreForDamage
The actor class to ignore for damage from this explosion *
ActorClassToIgnoreForKnockdownsAndCringes
The actor class to ignore for knockdowns and cringes from this explosion *
Attachee
Type: Actor
Are we attached to something? Used to attach FX for stuff like the smoke grenade.
AttacheeController
Type: Controller
bAllowPerMaterialFX
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
Type: bool
True to allow teammates to cringe, regardless of friendly fire setting.
bAttachExplosionEmitterToAttachee
Type: bool
Whether or not we should attach something to the attachee *
bAutoControllerVibration
Type: bool
TRUE to attempt to automatically do force feedback to match the camera shake
Default value: True
bCausesFracture
Type: bool
Controls if this explosion will cause fracturing
Default value: True
bDirectionalExplosion
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
Type: bool
TRUE to rotate CamShake to play radially relative to the explosion. Left/Right/Rear will be ignored.
bParticleSystemIsBeingOverriddenDontUsePhysMatVersion
Type: bool
So for tagged grenades we need override the particle system but still want material based decals and such. *
bUseMapSpecificValues
Type: bool
This tells the explosion to look in the Map's MapSpecific info *
bUseOverlapCheck
Type: bool
CameraLensEffect
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
Type: float
This is the radius to play the camera effect on *
CamShake
Type: CameraShake
Modifiers: editinline
Shake to play when source is in front of the camera, or when directional variants are unspecified.
CamShake_Left
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
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
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
Type: float
Exponent for intensity falloff between inner and outer radii.
Default value: 2.0
CamShakeInnerRadius
Type: float
Radius within which to play full-powered camera shake (will be scaled within radius)
CamShakeOuterRadius
Type: float
Between inner and outer radii, scale shake from full to zero
CringeDuration
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
Type: float
radius at which people will cringe from the explosion *
Damage
Type: float
Amount of damage done at the epicenter.
DamageDelay
Type: float
Delay before applying damage after spawning FX, 0.f == no delay
DamageFalloffExponent
Type: float
Defines how damage falls off. High numbers cause faster falloff, lower (closer to zero) cause slower falloff. 1 is linear.
DamageRadius
Type: float
Damage range.
DirectionalExplosionAngleDeg
Type: float
Half-angle, in degrees, of the cone that defines the effective area of a directional explosion.
ExploLight
Type: PointLightComponent
Defines the dynamic light cast by the explosion
ExploLightFadeOutTime
Type: float
Dynamic Light fade out time, in seconds
ExploRadialBlur
Type: RadialBlurComponent
Defines the blurred region for the explosion
ExploRadialBlurFadeOutTime
Type: float
Radial blur fade out time, in seconds
ExploRadialBlurMaxBlur
Type: float
Radial blur max blur amount
Default value: 2.0
ExplosionEmitterScale
Type: float
Scalar for increasing/decreasing explosion effect size.
Default value: 1.0
ExplosionSound
Type: SoundCue
Audio to play at explosion time.
FractureMeshRadius
Type: float
How far away from explosion we break bits off
FracturePartVel
Type: float
How hard to throw broken off pieces
KnockDownRadius
Type: float
radius at which people will be knocked down/ragdolled by the projectile's explosion *
KnockDownStrength
Type: float
Fixme: base this on MomentumTransferScale?
MomentumTransferScale
Type: float
Percentage of damagetype's momentum to apply.
Default value: 1.0
MyDamageType
Type: class<DamageType>
What damagetype to use
ParticleEmitterTemplate
Type: ParticleSystem
Which particle effect to play.