Always snap to grid
UE3:UTProj_SPMACamera_Content (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Actor >> Projectile >> UTProjectile >> UTProj_SPMACamera >> UTProj_SPMACamera_Content |
- Package:
- UTGameContent
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. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
PSC_KeepInAirJets
Type: ParticleSystemComponent
Played when the camera is stationary in the air *
Default value: ParticleSystemComponent'KeepInAirJets'
Default values
Property | Value |
---|---|
AmbientSound | SoundCue'A_Vehicle_SPMA.SoundCues.A_Vehicle_SPMA_CameraAmbient' |
Components[1] | DynamicLightEnvironmentComponent'MyLightEnvironment' |
Components[2] | SkeletalMeshComponent'ProjMesh' |
Components[3] | ParticleSystemComponent'KeepInAirJets' |
DeploySound | SoundCue'A_Vehicle_SPMA.SoundCues.A_Vehicle_SPMA_CameraDeploy' |
ExplosionSound | SoundCue'A_Vehicle_SPMA.SoundCues.A_Vehicle_SPMA_ShellBrakingExplode' |
Mesh | SkeletalMeshComponent'ProjMesh' |
MyDamageType | Class'UTGameContent.UTDmgType_SPMACameraCrush' |
ProjExplosionTemplate | ParticleSystem'Envy_Effects.Tests.Effects.P_SPMA_CamImpact' |
ProjFlightTemplate | ParticleSystem'VH_SPMA.Effects.P_VH_SPMA_Camera_Rocket' |
PS_EndPointOffTarget | ParticleSystem'VH_SPMA.Effects.P_VH_SPMA_AIM_02' |
PS_EndPointOnTarget | ParticleSystem'VH_SPMA.Effects.P_VH_SPMA_AIM_01' |
PS_StartPoint | ParticleSystem'VH_SPMA.Effects.P_VH_SPMA_Target_ArcStart' |
PS_Trail | ParticleSystem'VH_SPMA.Effects.P_VH_SPMA_Target_ArcTrail_Red' |
ShotDownSound | SoundCue'A_Vehicle_SPMA.SoundCues.A_Vehicle_SPMA_Collide' |
Subobjects
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTProj_SPMACamera.CollisionCylinder
Property | Value |
---|---|
CollideActors | True |
CollisionHeight | 32.0 |
CollisionRadius | 48.0 |
KeepInAirJets
Class: Engine.ParticleSystemComponent
Property | Value |
---|---|
bAutoActivate | False |
Template | ParticleSystem'VH_SPMA.Effects.P_VH_SPMA_Camera_Little_jets' |
MyLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
AmbientGlow |
|
ProjMesh
Class: Engine.SkeletalMeshComponent
Property | Value |
---|---|
Animations | AnimNodeSequence'UTGameContent.Default__UTProj_SPMACamera_Content:MeshSequenceA' |
AnimSets[0] | AnimSet'VH_SPMA.Anims.K_VH_SPMA_Camera' |
bUseAsOccluder | False |
LightEnvironment | DynamicLightEnvironmentComponent'UTGameContent.Default__UTProj_SPMACamera_Content:MyLightEnvironment' |
Scale | 0.15 |
SkeletalMesh | SkeletalMesh'VH_SPMA.Mesh.SK_VH_SPMA_Camera' |
Functions
Events
Destroyed
simulated event Destroyed ()
Overrides: UTProj_SPMACamera.Destroyed
PostBeginPlay
simulated event PostBeginPlay ()
Overrides: UTProj_SPMACamera.PostBeginPlay
When this actor begins its life, play any ambient sounds attached to it
ShutDown
simulated event ShutDown ()
Overrides: UTProj_SPMACamera.ShutDown
Make sure when we shut down or get destroyed, that we disconnect
Other instance functions
DeployCamera
simulated function DeployCamera ()
Overrides: UTProj_SPMACamera.DeployCamera
Deploy the camera
Network: All