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UE3:UTKActor (UDK)

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UDK Object >> Actor >> DynamicSMActor >> KActor >> UTKActor
Package: 
UTGame
This class in other games:
UT3


Properties

Property group 'UTKActor'

bBreakWhenCausingDamage

Type: bool

If true, this KActor will break when it causes damage

bDamageOnEncroachment

Type: bool

If true, this will cause Damage on Encroachment (DOE)

bHasHealth

Type: bool

If true, this vehicle has health

bResetDOEWhenAsleep

Type: bool

If true bDamageOnEncroachment will reset when this actor sleeps or falls below a threshold

BrokenTemplate

Type: ParticleSystem

Emitter template to use when this object breaks

bTakeDamageOnEncroachment

Type: bool

Should this KActor take damage when it encroaches

DmgTypeClass

Type: class<DamageType>

When causing damage, use this damage type

Default value: Class'Engine.DmgType_Crushed'

DOEResetThreshold

Type: int

This is the velocity threshhold at which the DOE will reset. If set to 0, it will only reset on sleep

Default value: 40

EncroachDamage_Other

Type: int

How much damage this actor does upon contact

EncroachDamage_Self

Type: int

How much should it take

Health

Type: int

How much health this actor has before it's destroyed

Internal variables

bBroken

Type: bool

Modifiers: repnotify

If true, this actor is broken and no longer functional

InstigatorController

Type: Controller

Allows things to pass along a damage instigator

Subobjects

MyLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: KActor.MyLightEnvironment

No new values.

StaticMeshComponent0

Class: Engine.StaticMeshComponent

Inherits from: KActor.StaticMeshComponent0

Property Value
ReplacementPrimitive None

Delegates

OnBreakApart

delegate OnBreakApart ()


OnEncroach

delegate bool OnEncroach (Actor Other)


Functions

Events

EncroachingOn

event bool EncroachingOn (Actor Other)

Overrides: Actor.EncroachingOn

(Description copied from Actor.EncroachingOn)
called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to

Returns:

true to abort the move, false to allow it

Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch

ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: KActor.ReplicatedEvent


TakeDamage

event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: KActor.TakeDamage

Default behaviour when shot is to apply an impulse and kick the KActor.

Other instance functions

BreakApart

function BreakApart ()