Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:RB_LineImpulseActor (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'RB_LineImpulseActor'[edit]
bStopAtFirstHit[edit]
Type: bool
If an impulse should only be applied to the first thing the line hits, or all things in the lines path.
bVelChange[edit]
Type: bool
If true, the Strength is taken as a change in velocity instead of an impulse (ie. mass will have no affect).
ImpulseRange[edit]
Type: float
Length of line to check along.
Default value: 200.0
ImpulseStrength[edit]
Type: float
Strength of impulse to apply to actors hit by the line check.
Default value: 900.0
Internal variables[edit]
Arrow[edit]
Type: ArrowComponent
Default value: ArrowComponent'ArrowComponent0'
ImpulseCount[edit]
Type: byte
Modifiers: repnotify
Default values[edit]
Property | Value |
---|---|
bAlwaysRelevant | True |
bEdShouldSnap | True |
bNoDelete | True |
bOnlyDirtyReplication | True |
CollisionType | COLLIDE_CustomDefault |
Components[0] | ArrowComponent'ArrowComponent0' |
Components[1] | SpriteComponent'Sprite' |
NetUpdateFrequency | 0.1 |
RemoteRole | ROLE_SimulatedProxy |
Subobjects[edit]
ArrowComponent0[edit]
Class: Engine.ArrowComponent
Property | Value |
---|---|
ArrowSize | 4.16667 |
Sprite[edit]
Class: Engine.SpriteComponent
Property | Value |
---|---|
AlwaysLoadOnClient | False |
AlwaysLoadOnServer | False |
HiddenGame | True |
Sprite | Texture2D'EngineResources.S_LineImpulse' |
Functions[edit]
Native functions[edit]
FireLineImpulse[edit]
native final function FireLineImpulse ()
Events[edit]
ReplicatedEvent[edit]
simulated event ReplicatedEvent (name VarName)
Overrides: Actor.ReplicatedEvent
Other instance functions[edit]
OnToggle[edit]
simulated function OnToggle (SeqAct_Toggle inAction)
Handling Toggle event from Kismet.