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UE3:Projectile (UDK)

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UDK Object >> Actor >> Projectile
Package: 
Engine
Direct subclasses:
GameProjectile, UTProjectile
This class in other games:
RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3

Projectile.

A delayed-hit projectile that moves around for some time after it is created.

Properties

bBegunPlay

Type: bool


bBlockedByInstigator

Type: bool

If false, instigator does not collide with this projectile

Default value: True

bNotBlockedByShield

Type: bool

if true, not blocked by vehicle shields with bIgnoreFlaggedProjectiles

bRotationFollowsVelocity

Type: bool

If true, this projectile will have its rotation updated each frame to match its velocity

bSwitchToZeroCollision

Type: bool

If collisionextent nonzero, and hit actor with bBlockNonZeroExtents=0, switch to zero extent collision.

CylinderComponent

Type: CylinderComponent


Default value: CylinderComponent'CollisionCylinder'

Damage

Type: float


DamageRadius

Type: float


Default value: 220.0

ImpactedActor

Type: Actor


ImpactSound

Type: SoundCue


InstigatorController

Type: Controller


MaxSpeed

Type: float

Limit on speed of projectile (0 means no limit).

Default value: 2000.0

MomentumTransfer

Type: float

Momentum magnitude imparted by impacting projectile.

MyDamageType

Type: class<DamageType>


Default value: Class'Engine.DamageType'

NetCullDistanceSquared

Type: float

Projectile not relevant to client if further from viewer than this

Default value: 4.0E8

NextProjectile

Type: Projectile


SpawnSound

Type: SoundCue

Sound made when projectile is spawned.

Speed

Type: float

Initial speed of projectile.

Default value: 2000.0

ZeroCollider

Type: Actor

The actor that the switch to zero collision occurred on (WorldInfo in the case of BSP).

ZeroColliderComponent

Type: PrimitiveComponent

The component that the switch to zero collision occurred on (NULL in the case of BSP).

Default values

Property Value
bCanBeDamaged True
bCollideActors True
bCollideWorld True
bGameRelevant True
bNetTemporary True
bReplicateInstigator True
CollisionComponent CylinderComponent'CollisionCylinder'
CollisionType COLLIDE_CustomDefault
Components[0] SpriteComponent'Sprite'
Components[1] CylinderComponent'CollisionCylinder'
LifeSpan 14.0
NetPriority 2.5
Physics PHYS_Projectile
RemoteRole ROLE_SimulatedProxy

Subobjects

CollisionCylinder

Class: Engine.CylinderComponent

Property Value
CollisionHeight 0.0
CollisionRadius 0.0
ReplacementPrimitive None

Sprite

Class: Engine.SpriteComponent

Property Value
AlwaysLoadOnClient False
AlwaysLoadOnServer False
HiddenGame True
ReplacementPrimitive None

Functions

Static functions

GetRange

simulated static function float GetRange ()

returns the maximum distance this projectile can travel

StaticGetTimeToLocation

static simulated function float StaticGetTimeToLocation (Object.Vector TargetLoc, Object.Vector StartLoc, Controller RequestedBy)

static version of GetTimeToLocation()

Native functions

GetTeamNum

simulated native function byte GetTeamNum ()

Overrides: Actor.GetTeamNum


Events

Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


EncroachedBy

simulated event EncroachedBy (Actor Other)

Overrides: Actor.EncroachedBy


EncroachingOn

event bool EncroachingOn (Actor Other)

Overrides: Actor.EncroachingOn

(Description copied from Actor.EncroachingOn)
called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to

Returns:

true to abort the move, false to allow it

Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch

FellOutOfWorld

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: Actor.FellOutOfWorld

called when the actor falls out of the world 'safely' (below KillZ and such)

HitWall

simulated singular event HitWall (Object.Vector HitNormal, Actor Wall, PrimitiveComponent WallComp)

Overrides: Actor.HitWall


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PreBeginPlay

event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


Reset

event Reset ()

Overrides: Actor.Reset


Touch

simulated singular event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Actor.Touch


Other instance functions

ApplyFluidSurfaceImpact

simulated function ApplyFluidSurfaceImpact (FluidSurfaceActor Fluid, Object.Vector HitLocation)

Overrides: Actor.ApplyFluidSurfaceImpact

Called when this actor touches a fluid surface

CanSplash

simulated function bool CanSplash ()

Overrides: Actor.CanSplash


Explode

simulated function Explode (Object.Vector HitLocation, Object.Vector HitNormal)


GetTimeToLocation

simulated function float GetTimeToLocation (Object.Vector TargetLoc)

returns the amount of time it would take the projectile to get to the specified location

HurtRadius

simulated function bool HurtRadius (float DamageAmount, float InDamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HurtOrigin, optional Actor IgnoredActor, optional Controller InstigatedByController, optional bool bDoFullDamage)

Overrides: Actor.HurtRadius

HurtRadius() Hurt locally authoritative actors within the radius.

Init

function Init (Object.Vector Direction)


IsStationary

function bool IsStationary ()

Overrides: Actor.IsStationary


ProcessTouch

simulated function ProcessTouch (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal)


RandSpin

simulated final function RandSpin (float spinRate)