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UE3:UTDeployedActor (UT3)

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UT3 Object >> Actor >> UTDeployedActor
Package: 
UTGame
Direct subclasses:
UTEMPMine, UTSpiderMineTrap, UTEnergyShield, UTShapedCharge, UTLinkGenerator

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

bDeployed[edit]

Type: bool

Modifiers: repnotify


HudLocation[edit]

Type: Object.Vector

Here on the hud to display it

InstigatorController[edit]

Type: Controller

Who owns this

LightEnvironment[edit]

Type: DynamicLightEnvironmentComponent

The deployable's light environment

Default value: DynamicLightEnvironmentComponent'DeployedLightEnvironment'

Mesh[edit]

Type: MeshComponent

The Mesh

TeamNum[edit]

Type: byte

Owner team number

Default values[edit]

Property Value
bBlockActors True
bCollideActors True
bCollideComplex True
bCollideWorld True
bReplicateInstigator True
CollisionType COLLIDE_CustomDefault
Components[0] DynamicLightEnvironmentComponent'DeployedLightEnvironment'
Physics PHYS_Falling
RemoteRole ROLE_SimulatedProxy

Subobjects[edit]

DeployedLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Property Value
bCastShadows False
bDynamic False

Delegates[edit]

OnDeployableUsedUp[edit]

delegate OnDeployableUsedUp (Actor ChildDeployable)


Functions[edit]

Native functions[edit]

GetTeamNum[edit]

simulated native function byte GetTeamNum ()

Overrides: Actor.GetTeamNum


SetHUDLocation[edit]

simulated native function SetHUDLocation (Object.Vector NewHUDLocation)

Overrides: Actor.SetHUDLocation

function used to update where icon for this actor should be rendered on the HUD

Parameters:

  • NewHUDLocation - is a vector whose X and Y components are the X and Y components of this actor's icon's 2D position on the HUD

Events[edit]

Attach[edit]

simulated event Attach (Actor Other)

Overrides: Actor.Attach


BaseChange[edit]

event BaseChange ()

Overrides: Actor.BaseChange


Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


Reset[edit]

event Reset ()

Overrides: Actor.Reset


Other instance functions[edit]

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.

PerformDeploy[edit]

simulated function PerformDeploy ()