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UE3:UTKActor (UT3)
Object >> Actor >> DynamicSMActor >> KActor >> UTKActor |
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Properties[edit]
Property group 'UTKActor'[edit]
bBreakWhenCausingDamage[edit]
Type: bool
If true, this KActor will break when it causes damage
bDamageOnEncroachment[edit]
Type: bool
If true, this will cause Damage on Encroachment (DOE)
bHasHealth[edit]
Type: bool
If true, this vehicle has health
bResetDOEWhenAsleep[edit]
Type: bool
If true bDamageOnEncroachment will reset when this actor sleeps or falls below a threshold
BrokenTemplate[edit]
Type: ParticleSystem
Emitter template to use when this object breaks
bTakeDamageOnEncroachment[edit]
Type: bool
Should this KActor take damage when it encroaches
DmgTypeClass[edit]
Type: class<DamageType>
When causing damage, use this damage type
Default value: Class'Engine.DmgType_Crushed'
DOEResetThreshold[edit]
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[edit]
Type: int
How much damage this actor does upon contact
EncroachDamage_Self[edit]
Type: int
How much should it take
Health[edit]
Type: int
How much health this actor has before it's destroyed
Internal variables[edit]
bBroken[edit]
Type: bool
Modifiers: repnotify
If true, this actor is broken and no longer functional
InstigatorController[edit]
Type: Controller
Allows things to pass along a damage instigator
Subobjects[edit]
MyLightEnvironment[edit]
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: KActor.MyLightEnvironment
No new values.
StaticMeshComponent0[edit]
Class: Engine.StaticMeshComponent
Inherits from: KActor.StaticMeshComponent0
No new values.
Delegates[edit]
OnBreakApart[edit]
This delegate is called when this UTKActor breaks
OnEncroach[edit]
Functions[edit]
Events[edit]
EncroachingOn[edit]
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[edit]
Overrides: KActor.ReplicatedEvent
TakeDamage[edit]
Overrides: KActor.TakeDamage
Default behaviour when shot is to apply an impulse and kick the KActor.