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UE3:Projectile (UT3)

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

Projectile.

A delayed-hit projectile that moves around for some time after it is created. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

bBegunPlay[edit]

Type: bool


bBlockedByInstigator[edit]

Type: bool

If false, instigator does not collide with this projectile

Default value: True

bInitRotationFromVelocity[edit]

Type: bool

If true, init projectiles rotation when a velocity is received

bNotBlockedByShield[edit]

Type: bool

if true, not blocked by vehicle shields with bIgnoreFlaggedProjectiles

bRotationFollowsVelocity[edit]

Type: bool

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

bSwitchToZeroCollision[edit]

Type: bool

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

CylinderComponent[edit]

Type: CylinderComponent


Default value: CylinderComponent'CollisionCylinder'

Damage[edit]

Type: float


DamageRadius[edit]

Type: float


Default value: 220.0

ImpactedActor[edit]

Type: Actor


ImpactSound[edit]

Type: SoundCue


InstigatorController[edit]

Type: Controller


MaxSpeed[edit]

Type: float

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

Default value: 2000.0

MomentumTransfer[edit]

Type: float

Momentum magnitude imparted by impacting projectile.

MyDamageType[edit]

Type: class<DamageType>


Default value: Class'Engine.DamageType'

NetCullDistanceSquared[edit]

Type: float

Projectile not relevant to client if further from viewer than this

Default value: 4.0E8

SpawnSound[edit]

Type: SoundCue

Sound made when projectile is spawned.

Speed[edit]

Type: float

Initial speed of projectile.

Default value: 2000.0

ZeroCollider[edit]

Type: Actor

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

ZeroColliderComponent[edit]

Type: PrimitiveComponent

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

Default values[edit]

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[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Property Value
CollisionHeight 0.0
CollisionRadius 0.0

Sprite[edit]

Class: Engine.SpriteComponent

Property Value
AlwaysLoadOnClient False
AlwaysLoadOnServer False
HiddenGame True

Functions[edit]

Static functions[edit]

GetRange[edit]

simulated static function float GetRange ()

returns the maximum distance this projectile can travel

StaticGetTimeToLocation[edit]

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

static version of GetTimeToLocation()

Native functions[edit]

GetTeamNum[edit]

simulated native function byte GetTeamNum ()

Overrides: Actor.GetTeamNum


Events[edit]

EncroachedBy[edit]

simulated event EncroachedBy (Actor Other)

Overrides: Actor.EncroachedBy


EncroachingOn[edit]

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[edit]

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: Actor.FellOutOfWorld

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

HitWall[edit]

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

Overrides: Actor.HitWall


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PreBeginPlay[edit]

event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


Reset[edit]

event Reset ()

Overrides: Actor.Reset


Touch[edit]

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

Overrides: Actor.Touch


Other instance functions[edit]

CanSplash[edit]

simulated function bool CanSplash ()

Overrides: Actor.CanSplash


Explode[edit]

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


GetTimeToLocation[edit]

simulated function float GetTimeToLocation (Object.Vector TargetLoc)

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

HurtRadius[edit]

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[edit]

function Init (Object.Vector Direction)


IsStationary[edit]

function bool IsStationary ()

Overrides: Actor.IsStationary


ProcessTouch[edit]

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


RandSpin[edit]

simulated final function RandSpin (float spinRate)