Cogito, ergo sum
UE3:UTGib (UDK)
Contents
- 1 Properties
- 1.1 bStopMovingCamera
- 1.2 bUseUnrealPhysics
- 1.3 DecalDissolveParamName
- 1.4 DecalWaitTimeBeforeDissolve
- 1.5 GibLightEnvironment
- 1.6 GibMeshComp
- 1.7 GibMeshDissolveParamName
- 1.8 GibMeshesData
- 1.9 GibMeshWaitTimeBeforeDissolve
- 1.10 HitSound
- 1.11 MI_Decal
- 1.12 MIC_Gib
- 1.13 MITV_DecalTemplate
- 1.14 MITV_GibMeshTemplate
- 1.15 MITV_GibMeshTemplateSecondary
- 1.16 OldCamLoc
- 1.17 OldCamRot
- 1.18 PS_CustomEffect
- 1.19 PSC_GibEffect
- 1.20 Default values
- 1.21 Subobjects
- 2 Structs
- 3 Functions
- Package:
- UTGame
- Direct subclasses:
- UTGib_Robot, UTGib_Vehicle
- This class in other games:
- UT3
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. |
base class for gibs
Properties
bStopMovingCamera
Type: bool
bUseUnrealPhysics
Type: bool
Modifiers: globalconfig
DecalDissolveParamName
Type: name
This is the MITV dissolve param for the decal *
Default value: 'DissolveAmount'
DecalWaitTimeBeforeDissolve
Type: float
How long before the Decal should start dissolving *
Default value: 20.0
GibLightEnvironment
Type: DynamicLightEnvironmentComponent
Our LightEnvironment *
Default value: DynamicLightEnvironmentComponent'GibLightEnvironmentComp'
GibMeshComp
Type: MeshComponent
the component that will be set to the chosen mesh
GibMeshDissolveParamName
Type: name
Modifiers: protected
This is the MITV dissolve param for the GibMesh *
Default value: 'BurnTime'
GibMeshesData
Type: array<StaticMeshDatum>
list of generic gib meshes from which one will be chosen at random
GibMeshWaitTimeBeforeDissolve
Type: float
Modifiers: protected
How long before the GibMesh should start dissolving *
Default value: 8.0
HitSound
Type: SoundCue
sound played when we hit a wall
MI_Decal
Type: MaterialInstance
This is the MI to use for the decal that this gib may spawn *
MIC_Gib
Type: MaterialInstanceConstant
This is the MIC to use for the gib *
MITV_DecalTemplate
Type: MaterialInstanceTimeVarying
Modifiers: protected
This is the template/parent to use for the decal which will be spawned *
MITV_GibMeshTemplate
Type: MaterialInstanceTimeVarying
Modifiers: protected
This is the template/parent to use for the GibMesh which will be spawned *
MITV_GibMeshTemplateSecondary
Type: MaterialInstanceTimeVarying
Modifiers: protected
This is the template/parent to use for the GibMesh which will be spawned. Some of our gibs types have two different materials/packages used so we need to mark which ones need to use the secondary MITV template
OldCamLoc
Type: Object.Vector
Used when is acting as viewtarget
OldCamRot
Type: Object.Rotator
PS_CustomEffect
Type: ParticleSystem
The ParticleSystem or the Custom Gib Effect (if any) *
PSC_GibEffect
Type: ParticleSystemComponent
PSC for the GibEffect (e.g. for the link gun we play a little lightning) *
Default values
Property | Value |
---|---|
bCollideActors | True |
bDestroyedByInterpActor | True |
bGameRelevant | True |
bNoEncroachCheck | True |
bProjTarget | True |
CollisionType | COLLIDE_CustomDefault |
Components[0] | DynamicLightEnvironmentComponent'GibLightEnvironmentComp' |
LifeSpan | 10.0 |
Physics | PHYS_RigidBody |
TickGroup | TG_PostAsyncWork |
Subobjects
GibLightEnvironmentComp
Class: Engine.DynamicLightEnvironmentComponent
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
AmbientGlow |
|
||||||||||
AmbientShadowColor |
|
||||||||||
bCastShadows | False |
Structs
StaticMeshDatum
- StaticMesh TheStaticMesh
- SkeletalMesh TheSkelMesh
- PhysicsAsset ThePhysAsset
- float DrawScale
- Different gibs can all have different scales based on where the asset came from*
- bool bUseSecondaryGibMeshMITV
- Some of our gibs types have two different materials/packages used so we need to mark which ones need to use the secondary MITV template *
Default values:
Property | Value |
---|---|
DrawScale | 1.0 |
Functions
Events
BecomeViewTarget
Overrides: Actor.BecomeViewTarget
HitWall
Overrides: Actor.HitWall
Landed
Overrides: Actor.Landed
PreBeginPlay
Overrides: Actor.PreBeginPlay
RigidBodyCollision
Overrides: Actor.RigidBodyCollision
(Description copied from Actor.RigidBodyCollision)
Called when a PrimitiveComponent this Actor owns has:
-bNotifyRigidBodyCollision set to true -ScriptRigidBodyCollisionThreshold > 0 -it is involved in a physics collision where the relative velocity exceeds ScriptRigidBodyCollisionThreshold
Parameters:
- HitComponent - the component of this Actor that collided
- OtherComponent - the other component that collided
- RigidCollisionData - information on the collision itslef, including contact points
- ContactIndex - the element in each ContactInfos' ContactVelocity and PhysMaterial arrays that corresponds to this Actor/HitComponent
Timer
Overrides: Actor.Timer
Other instance functions
CalcCamera
Overrides: Actor.CalcCamera
Calculate camera view point, when viewing this actor.
Parameters:
- fDeltaTime - delta time seconds since last update
- out_CamLoc - Camera Location
- out_CamRot - Camera Rotation
- out_FOV - Field of View
Returns:
- true if Actor should provide the camera point of view.
ChooseGib
This will choose between the two types of gib meshes that we can have. *
DisplayDebug
Overrides: Actor.DisplayDebug
Parameters:
- HUD - HUD with canvas to draw on
- out_YL - Height of the current font
- out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
DoCustomGibEffects
This will do any custom gib effects for this gib. (e.g. robots have a sparkie that plays!) *
LeaveADecal
Data provided by the derived classes to do their specific form of decal leaving (e.g. blood for bodies, green goop for aliens, etc.) *
SetGibStaticMesh
This will set the StaticMeshComponent's StaticMesh. Useful for spawning a UTGib and then setting the value (e.g. the vehicle gibs)
SetTexturesToBeResident
This will force the gib material to stay streamed in and not be affected by distance based streaming which often seems to be causing pops.
Paran: TimeToBeResident num seconds to be resident