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UE3:UTProjectile (UT3)
Object >> Actor >> Projectile >> UTProjectile |
Contents
- 1 Properties
- 1.1 AccelRate
- 1.2 AmbientSound
- 1.3 bAdvanceExplosionEffect
- 1.4 bAttachExplosionToPawns
- 1.5 bAttachExplosionToVehicles
- 1.6 bCheckProjectileLight
- 1.7 bImportantAmbientSound
- 1.8 bShuttingDown
- 1.9 bSuppressExplosionFX
- 1.10 bSuppressSounds
- 1.11 Buoyancy
- 1.12 bWaitForEffects
- 1.13 bWideCheck
- 1.14 CheckRadius
- 1.15 CustomGravityScaling
- 1.16 DecalDissolveParamName
- 1.17 DecalHeight
- 1.18 DecalWidth
- 1.19 DurationOfDecal
- 1.20 ExplosionDecal
- 1.21 ExplosionLightClass
- 1.22 ExplosionSound
- 1.23 InstigatorBaseVehicle
- 1.24 MaxEffectDistance
- 1.25 MaxExplosionLightDistance
- 1.26 ProjectileLight
- 1.27 ProjectileLightClass
- 1.28 ProjEffects
- 1.29 ProjExplosionTemplate
- 1.30 ProjFlightTemplate
- 1.31 TerminalVelocity
- 1.32 TossZ
- 1.33 Default values
- 1.34 Subobjects
- 2 Functions
- 2.1 Static functions
- 2.2 Native functions
- 2.3 Events
- 2.4 Other instance functions
- 2.4.1 CalcCamera
- 2.4.2 CanSplash
- 2.4.3 CheckMaxEffectDistance
- 2.4.4 EffectIsRelevant
- 2.4.5 Explode
- 2.4.6 GetPawnOwner
- 2.4.7 GetTimeToLocation
- 2.4.8 HideProjectile
- 2.4.9 Init
- 2.4.10 MyOnParticleSystemFinished
- 2.4.11 ProcessTouch
- 2.4.12 ProjectileHurtRadius
- 2.4.13 SetExplosionEffectParameters
- 2.4.14 ShouldSpawnExplosionLight
- 2.4.15 SpawnExplosionEffects
- 2.4.16 SpawnFlightEffects
- 3 States
- Package:
- UTGame
- Direct subclasses:
- UTProj_SPMACamera, UTProj_LeviathanBolt, UTProj_SPMAShell, UTProj_SPMAShellChild, UTProj_MantaBolt, UTProj_FlakShard, UTProj_ViperBolt, UTDecoy, UTProj_AvrilRocketBase, UTProj_CicadaRocket, UTProj_BioShot, UTProj_DarkWalkerBolt, UTProj_FlakShell, UTProj_FuryBolt, UTProj_Grenade, UTProj_LinkPlasma, UTProj_PaladinEnergyBolt, UTProj_RaptorBolt, UTProj_RedeemerBase, UTProj_Rocket, UTProj_ScavengerBoltBase, UTProj_ScorpionGlob_Base, UTProj_ShockBall, UTProj_SpiderMineBase, UTProj_StingerShard, UTProj_TankShell, UTProj_TransDisc
- This class in other games:
- UDK
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UTProjectile
This is our base projectile class.
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties[edit]
AccelRate[edit]
Type: float
Acceleration magnitude. By default, acceleration is in the same direction as velocity
AmbientSound[edit]
Type: SoundCue
The sound that is played looped.
bAdvanceExplosionEffect[edit]
Type: bool
If true, this explosion effect expects to be orientated differently and have extra data passed in via parameters
bAttachExplosionToPawns[edit]
Type: bool
If true, attach explosion effect to pawns
Default value: True
bAttachExplosionToVehicles[edit]
Type: bool
If true, attach explosion effect to vehicles
Default value: True
bCheckProjectileLight[edit]
Type: bool
Make true if want to spawn ProjectileLight. Set false in TickSpecial() once it's been determined whether Instigator is local player. Done there to make sure instigator has been replicated
bImportantAmbientSound[edit]
Type: bool
If true, never cut out ambient sound for perf reasons
bShuttingDown[edit]
Type: bool
if true, the shutdown function has been called and 'new' effects shouldn't happen
bSuppressExplosionFX[edit]
Type: bool
used to prevent effects when projectiles are destroyed (see LimitationVolume)
bSuppressSounds[edit]
Type: bool
Additional Sounds
Buoyancy[edit]
Type: float
Water buoyancy. A ratio (1.0 = neutral buoyancy, 0.0 = no buoyancy)
bWaitForEffects[edit]
Type: bool
if True, this projectile will remain alive (but hidden) until the flight effect is done
bWideCheck[edit]
Type: bool
for console games (wider collision w/ enemy players)
CheckRadius[edit]
Type: float
CustomGravityScaling[edit]
Type: float
custom gravity multiplier
Default value: 1.0
DecalDissolveParamName[edit]
Type: name
MaterialInstance param name for dissolving the decal *
Default value: 'DissolveAmount'
DecalHeight[edit]
Type: float
DecalWidth[edit]
Type: float
DurationOfDecal[edit]
Type: float
How long the decal should last before fading out *
Default value: 4.0
ExplosionDecal[edit]
Type: MaterialInterface
decal for explosion
ExplosionLightClass[edit]
Type: class<UTExplosionLight>
Class of ExplosionLight
ExplosionSound[edit]
Type: SoundCue
The sound that is played when it explodes
InstigatorBaseVehicle[edit]
Type: Vehicle
if this projectile is fired by a vehicle passenger gun, this is the base vehicle considered the same as Instigator for purposes of bBlockedByInstigator
MaxEffectDistance[edit]
Type: float
This value sets the cap how far away the explosion effect of this projectile can be seen
Default value: 10000.0
MaxExplosionLightDistance[edit]
Type: float
Max distance to create ExplosionLight
Default value: 4000.0
ProjectileLight[edit]
Type: PointLightComponent
LightComponent for this projectile (spawned only if projectile fired by the local player)
ProjectileLightClass[edit]
Type: class<PointLightComponent>
Class of ProjectileLight
ProjEffects[edit]
Type: ParticleSystemComponent
This is the effect that is played while in flight
ProjExplosionTemplate[edit]
Type: ParticleSystem
ProjFlightTemplate[edit]
Type: ParticleSystem
Effects Template
TerminalVelocity[edit]
Type: float
TerminalVelocity for this projectile when falling
Default value: 3500.0
TossZ[edit]
Type: float
Default values[edit]
Property | Value |
---|---|
bBlockedByInstigator | False |
bCollideComplex | True |
bInitRotationFromVelocity | True |
bNeverReplicateRotation | True |
bSwitchToZeroCollision | True |
Components[0] | CylinderComponent'CollisionCylinder' |
DamageRadius | 0.0 |
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: Projectile.CollisionCylinder
No new values.
Functions[edit]
Static functions[edit]
CalculateTravelTime[edit]
calculate travel time for something to move Dist units with the given movement parameters
Parameters:
- Dist - distance to travel
- MoveSpeed - starting speed
- MaxMoveSpeed - maximum speed (acceleration stops being applied when we reach this)
- AccelMag - rate of acceleration
Returns:
- travel time
GetRange[edit]
Overrides: Projectile.GetRange
returns the maximum distance this projectile can travel
StaticGetTimeToLocation[edit]
Overrides: Projectile.StaticGetTimeToLocation
static version of GetTimeToLocation()
Native functions[edit]
GetTerminalVelocity[edit]
Overrides: Actor.GetTerminalVelocity
returns terminal velocity (max speed while falling) for this actor. Unless overridden, it returns the TerminalVelocity of the PhysicsVolume in which this actor is located.
Events[edit]
CreateProjectileLight[edit]
CreateProjectileLight() called from TickSpecial() once if Instigator is local player
Destroyed[edit]
Overrides: Actor.Destroyed
GetHomingTarget[edit]
Landed[edit]
Overrides: Actor.Landed
Explode when the projectile comes to rest on the floor. It's called from the native physics processing functions. By default, when we hit the floor, we just explode.
PostBeginPlay[edit]
Overrides: Projectile.PostBeginPlay
When this actor begins its life, play any ambient sounds attached to it
PreBeginPlay[edit]
Overrides: Projectile.PreBeginPlay
SetInitialState[edit]
Overrides: Actor.SetInitialState
Shutdown[edit]
Overrides: Actor.ShutDown
Clean up
TornOff[edit]
Overrides: Actor.TornOff
Other instance functions[edit]
CalcCamera[edit]
Overrides: Actor.CalcCamera
(Description copied from 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.
CanSplash[edit]
Overrides: Projectile.CanSplash
CheckMaxEffectDistance[edit]
Overrides: Actor.CheckMaxEffectDistance
EffectIsRelevant[edit]
Overrides: Actor.EffectIsRelevant
Explode[edit]
Overrides: Projectile.Explode
Explode this Projectile
GetPawnOwner[edit]
called when this Projectile is the ViewTarget of a local player
Returns:
- the Pawn to use for rendering HUD displays
GetTimeToLocation[edit]
Overrides: Projectile.GetTimeToLocation
returns the amount of time it would take the projectile to get to the specified location
HideProjectile[edit]
Hide any meshes/etc.
Init[edit]
Overrides: Projectile.Init
Initialize the Projectile
MyOnParticleSystemFinished[edit]
ProcessTouch[edit]
Overrides: Projectile.ProcessTouch
ProjectileHurtRadius[edit]
Hurt locally authoritative actors within the radius. Projectile version if needed offsets the start of the radius check to prevent hits embedded in walls from failing to cause damage
SetExplosionEffectParameters[edit]
sets any additional particle parameters on the explosion effect required by subclasses
ShouldSpawnExplosionLight[edit]
ShouldSpawnExplosionLight() Decide whether or not to create an explosion light for this explosion
SpawnExplosionEffects[edit]
Spawn Explosion Effects
SpawnFlightEffects[edit]
Spawns any effects needed for the flight of this projectile
States[edit]
WaitingForVelocity[edit]
state used only on the client for projectiles with AccelRate > 0 to wait for Velocity to be replicated so we can use it to set Acceleration the alternative would be to make Velocity repnotify in Actor.uc, but since many Actors (such as Pawns) change their velocity very frequently, that would have a greater performance hit
WaitingForVelocity.Tick[edit]
Overrides: Actor.Tick (global)