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UE3:UTGib (UDK)

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UDK Object >> Actor >> UTGib
Package: 
UTGame
Direct subclasses:
UTGib_Robot, UTGib_Vehicle
This class in other games:
UT3

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
Member Value
A 1.0
B 0.5
G 0.5
R 0.5
AmbientShadowColor
Member Value
A 1.0
B 0.3
G 0.3
R 0.3
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

event BecomeViewTarget (PlayerController PC)

Overrides: Actor.BecomeViewTarget


HitWall

event HitWall (Object.Vector HitNormal, Actor Wall, PrimitiveComponent WallComp)

Overrides: Actor.HitWall


Landed

event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: Actor.Landed


PreBeginPlay

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


RigidBodyCollision

simulated event RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out Actor.CollisionImpactData RigidCollisionData, int ContactIndex)

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

event Timer ()

Overrides: Actor.Timer


Other instance functions

CalcCamera

simulated function bool CalcCamera (float fDeltaTime, out Object.Vector out_CamLoc, out Object.Rotator out_CamRot, out float out_FOV)

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

simulated function ChooseGib ()

This will choose between the two types of gib meshes that we can have. *

DisplayDebug

simulated function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)

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

simulated function DoCustomGibEffects ()

This will do any custom gib effects for this gib. (e.g. robots have a sparkie that plays!) *

LeaveADecal

simulated function LeaveADecal (Object.Vector HitLoc, Object.Vector HitNorm)

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

simulated function SetGibStaticMesh (StaticMesh NewStaticMesh)

This will set the StaticMeshComponent's StaticMesh. Useful for spawning a UTGib and then setting the value (e.g. the vehicle gibs)

SetTexturesToBeResident

simulated function SetTexturesToBeResident (float TimeToBeResident)

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

TurnOnCollision

simulated function TurnOnCollision ()