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UE3:Projectile (UT3)
Contents
- 1 Properties
- 1.1 bBegunPlay
- 1.2 bBlockedByInstigator
- 1.3 bInitRotationFromVelocity
- 1.4 bNotBlockedByShield
- 1.5 bRotationFollowsVelocity
- 1.6 bSwitchToZeroCollision
- 1.7 CylinderComponent
- 1.8 Damage
- 1.9 DamageRadius
- 1.10 ImpactedActor
- 1.11 ImpactSound
- 1.12 InstigatorController
- 1.13 MaxSpeed
- 1.14 MomentumTransfer
- 1.15 MyDamageType
- 1.16 NetCullDistanceSquared
- 1.17 SpawnSound
- 1.18 Speed
- 1.19 ZeroCollider
- 1.20 ZeroColliderComponent
- 1.21 Default values
- 1.22 Subobjects
- 2 Functions
- Package:
- Engine
- Direct subclasses:
- GameProjectile, UTProjectile
- This class in other games:
- RTNP, U1, UT, U2XMP, UE2Runtime, UT2003, U2, UT2004, UDK
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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]
returns the maximum distance this projectile can travel
StaticGetTimeToLocation[edit]
static version of GetTimeToLocation()
Native functions[edit]
GetTeamNum[edit]
Overrides: Actor.GetTeamNum
Events[edit]
EncroachedBy[edit]
Overrides: Actor.EncroachedBy
EncroachingOn[edit]
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]
Overrides: Actor.FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
HitWall[edit]
Overrides: Actor.HitWall
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
PreBeginPlay[edit]
Overrides: Actor.PreBeginPlay
Reset[edit]
Overrides: Actor.Reset
Touch[edit]
Overrides: Actor.Touch
Other instance functions[edit]
CanSplash[edit]
Overrides: Actor.CanSplash
Explode[edit]
GetTimeToLocation[edit]
returns the amount of time it would take the projectile to get to the specified location
HurtRadius[edit]
Overrides: Actor.HurtRadius
HurtRadius() Hurt locally authoritative actors within the radius.
Init[edit]
IsStationary[edit]
Overrides: Actor.IsStationary