My program doesn't have bugs. It just develops random features.
UE3:UTGib (UT3)
Contents
- 1 Properties
- 1.1 bStopMovingCamera
- 1.2 DecalDissolveParamName
- 1.3 DecalWaitTimeBeforeDissolve
- 1.4 GibLightEnvironment
- 1.5 GibMeshComp
- 1.6 GibMeshDissolveParamName
- 1.7 GibMeshesData
- 1.8 GibMeshWaitTimeBeforeDissolve
- 1.9 HitSound
- 1.10 MI_Decal
- 1.11 MIC_Gib
- 1.12 MITV_DecalTemplate
- 1.13 MITV_GibMeshTemplate
- 1.14 MITV_GibMeshTemplateSecondary
- 1.15 OldCamLoc
- 1.16 OldCamRot
- 1.17 PS_CustomEffect
- 1.18 PSC_GibEffect
- 1.19 Default values
- 1.20 Subobjects
- 2 Structs
- 3 Functions
- Package:
- UTGame
- Direct subclasses:
- UTGib_Robot, UTGib_Human, UTGib_Krall, UTGib_Vehicle
- This class in other games:
- UDK
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base class for gibs
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
bStopMovingCamera[edit]
Type: bool
DecalDissolveParamName[edit]
Type: name
This is the MITV dissolve param for the decal *
Default value: 'DissolveAmount'
DecalWaitTimeBeforeDissolve[edit]
Type: float
How long before the Decal should start dissolving *
Default value: 20.0
GibLightEnvironment[edit]
Type: DynamicLightEnvironmentComponent
Our LightEnvironment *
Default value: DynamicLightEnvironmentComponent'GibLightEnvironmentComp'
GibMeshComp[edit]
Type: MeshComponent
the component that will be set to the chosen mesh
GibMeshDissolveParamName[edit]
Type: name
Modifiers: protected
This is the MITV dissolve param for the GibMesh *
Default value: 'BurnTime'
GibMeshesData[edit]
Type: array<StaticMeshDatum>
list of generic gib meshes from which one will be chosen at random
GibMeshWaitTimeBeforeDissolve[edit]
Type: float
Modifiers: protected
How long before the GibMesh should start dissolving *
Default value: 8.0
HitSound[edit]
Type: SoundCue
sound played when we hit a wall
MI_Decal[edit]
Type: MaterialInstance
This is the MI to use for the decal that this gib may spawn *
MIC_Gib[edit]
Type: MaterialInstanceConstant
This is the MIC to use for the gib *
MITV_DecalTemplate[edit]
Type: MaterialInstanceTimeVarying
Modifiers: protected
This is the template/parent to use for the decal which will be spawned *
MITV_GibMeshTemplate[edit]
Type: MaterialInstanceTimeVarying
Modifiers: protected
This is the template/parent to use for the GibMesh which will be spawned *
MITV_GibMeshTemplateSecondary[edit]
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[edit]
Type: Object.Vector
Used when is acting as viewtarget
OldCamRot[edit]
Type: Object.Rotator
PS_CustomEffect[edit]
Type: ParticleSystem
The ParticleSystem or the Custom Gib Effect (if any) *
PSC_GibEffect[edit]
Type: ParticleSystemComponent
PSC for the GibEffect (e.g. for the link gun we play a little lightning) *
Default values[edit]
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[edit]
GibLightEnvironmentComp[edit]
Class: Engine.DynamicLightEnvironmentComponent
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
AmbientGlow |
|
||||||||||
AmbientShadowColor |
|
||||||||||
bCastShadows | False |
Structs[edit]
StaticMeshDatum[edit]
- 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[edit]
Events[edit]
BecomeViewTarget[edit]
Overrides: Actor.BecomeViewTarget
PreBeginPlay[edit]
Overrides: Actor.PreBeginPlay
RigidBodyCollision[edit]
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[edit]
Overrides: Actor.Timer
Other instance functions[edit]
CalcCamera[edit]
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[edit]
This will choose between the two types of gib meshes that we can have. *
DisplayDebug[edit]
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[edit]
This will do any custom gib effects for this gib. (e.g. robots have a sparkie that plays!) *
LeaveADecal[edit]
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[edit]
This will set the StaticMeshComponent's StaticMesh. Useful for spawning a UTGib and then setting the value (e.g. the vehicle gibs)
SetTexturesToBeResident[edit]
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: TimeToBeResisent num seconds to be resident