Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE3:UTEmit_TransLocateOut (UT3)

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UT3 Object >> Actor >> Emitter >> UTEmitter >> UTReplicatedEmitter >> UTEmit_TransLocateOut
Package: 
UTGame
Direct subclass:
UTEmit_TransLocateOutRed
This class in other games:
UDK

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

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

ParticleSystemComponent0[edit]

Class: Engine.ParticleSystemComponent

Inherits from: UTReplicatedEmitter.ParticleSystemComponent0

No new values.

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<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: Actor.TakeDamage

(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor

Parameters:

  • Damage - 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)