Always snap to grid
UE3:UTEmit_TransLocateOut (UDK)
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Revision as of 11:47, 6 November 2009 by (Talk)
Object >> Actor >> Emitter >> UTEmitter >> UTReplicatedEmitter >> UTEmit_TransLocateOut |
- Package:
- UTGame
- Direct subclass:
- UTEmit_TransLocateOutRed
- This class in other games:
- UT3
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Properties[edit]
FirstPersonTemplate[edit]
Type: ParticleSystem
Default value: ParticleSystem'Envy_Effects.Particles.P_Player_Spawn_Blue'
TLTrailKillWindow[edit]
Type: float
Default value: 0.1
Default values[edit]
Property | Value |
---|---|
bBlockActors | True |
bCollideActors | True |
bCollideWorld | True |
bProjTarget | True |
CollisionComponent | CylinderComponent'CollisionCylinder' |
Components[1] | CylinderComponent'CollisionCylinder' |
EmitterTemplate | ParticleSystem'WP_Translocator.Particles.P_WP_Translocator_Teleport' |
TickGroup | TG_PostAsyncWork |
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Property | Value |
---|---|
CollisionHeight | 44.0 |
CollisionRadius | 21.0 |
ReplacementPrimitive | None |
ParticleSystemComponent0[edit]
Class: Engine.ParticleSystemComponent
Inherits from: UTReplicatedEmitter.ParticleSystemComponent0
Property | Value |
---|---|
ReplacementPrimitive | None |
Events[edit]
PostBeginPlay[edit]
simulated event PostBeginPlay ()
Overrides: UTReplicatedEmitter.PostBeginPlay
TakeDamage[edit]
event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageType> DamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)
Overrides: Actor.TakeDamage
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- DamageAmount - the base damage to apply
- EventInstigator - the Controller responsible for the damage
- HitLocation - world location where the hit occurred
- Momentum - force caused by this hit
- DamageType - class describing the damage that was done
- HitInfo - additional info about where the hit occurred
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
Timer[edit]
simulated event Timer ()
Overrides: Actor.Timer
States[edit]
FirstTick[edit]
we set the template on the first tick instead of in PostBeginPlay() so the client has a chance to get Owner
Modifiers: auto
FirstTick.Tick[edit]
simulated event Tick (float DeltaTime)
Overrides: Actor.Tick (global)