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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
AccelRate
Type: float
Acceleration magnitude. By default, acceleration is in the same direction as velocity
AmbientSound
Type: SoundCue
The sound that is played looped.
bAdvanceExplosionEffect
Type: bool
If true, this explosion effect expects to be orientated differently and have extra data passed in via parameters
bAttachExplosionToPawns
Type: bool
If true, attach explosion effect to pawns
Default value: True
bAttachExplosionToVehicles
Type: bool
If true, attach explosion effect to vehicles
Default value: True
bCheckProjectileLight
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
Type: bool
If true, never cut out ambient sound for perf reasons
bShuttingDown
Type: bool
if true, the shutdown function has been called and 'new' effects shouldn't happen
bSuppressExplosionFX
Type: bool
used to prevent effects when projectiles are destroyed (see LimitationVolume)
bSuppressSounds
Type: bool
Additional Sounds
Buoyancy
Type: float
Water buoyancy. A ratio (1.0 = neutral buoyancy, 0.0 = no buoyancy)
bWaitForEffects
Type: bool
if True, this projectile will remain alive (but hidden) until the flight effect is done
bWideCheck
Type: bool
for console games (wider collision w/ enemy players)
CheckRadius
Type: float
CustomGravityScaling
Type: float
custom gravity multiplier
Default value: 1.0
DecalDissolveParamName
Type: name
MaterialInstance param name for dissolving the decal *
Default value: 'DissolveAmount'
DecalHeight
Type: float
DecalWidth
Type: float
DurationOfDecal
Type: float
How long the decal should last before fading out *
Default value: 4.0
ExplosionDecal
Type: MaterialInterface
decal for explosion
ExplosionLightClass
Type: class<UTExplosionLight>
Class of ExplosionLight
ExplosionSound
Type: SoundCue
The sound that is played when it explodes
InstigatorBaseVehicle
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
Type: float
This value sets the cap how far away the explosion effect of this projectile can be seen
Default value: 10000.0
MaxExplosionLightDistance
Type: float
Max distance to create ExplosionLight
Default value: 4000.0
ProjectileLight
Type: PointLightComponent
LightComponent for this projectile (spawned only if projectile fired by the local player)
ProjectileLightClass
Type: class<PointLightComponent>
Class of ProjectileLight
ProjEffects
Type: ParticleSystemComponent
This is the effect that is played while in flight
ProjExplosionTemplate
Type: ParticleSystem
ProjFlightTemplate
Type: ParticleSystem
Effects Template
TerminalVelocity
Type: float
TerminalVelocity for this projectile when falling
Default value: 3500.0
TossZ
Type: float
Default values
Property | Value |
---|---|
bBlockedByInstigator | False |
bCollideComplex | True |
bInitRotationFromVelocity | True |
bNeverReplicateRotation | True |
bSwitchToZeroCollision | True |
Components[0] | CylinderComponent'CollisionCylinder' |
DamageRadius | 0.0 |
Subobjects
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: Projectile.CollisionCylinder
No new values.
Functions
Static functions
CalculateTravelTime
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
Overrides: Projectile.GetRange
returns the maximum distance this projectile can travel
StaticGetTimeToLocation
Overrides: Projectile.StaticGetTimeToLocation
static version of GetTimeToLocation()
Native functions
GetTerminalVelocity
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
CreateProjectileLight
CreateProjectileLight() called from TickSpecial() once if Instigator is local player
Destroyed
Overrides: Actor.Destroyed
GetHomingTarget
Landed
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
Overrides: Projectile.PostBeginPlay
When this actor begins its life, play any ambient sounds attached to it
PreBeginPlay
Overrides: Projectile.PreBeginPlay
SetInitialState
Overrides: Actor.SetInitialState
Shutdown
Overrides: Actor.ShutDown
Clean up
TornOff
Overrides: Actor.TornOff
Other instance functions
CalcCamera
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
Overrides: Projectile.CanSplash
CheckMaxEffectDistance
Overrides: Actor.CheckMaxEffectDistance
EffectIsRelevant
Overrides: Actor.EffectIsRelevant
Explode
Overrides: Projectile.Explode
Explode this Projectile
GetPawnOwner
called when this Projectile is the ViewTarget of a local player
Returns:
- the Pawn to use for rendering HUD displays
GetTimeToLocation
Overrides: Projectile.GetTimeToLocation
returns the amount of time it would take the projectile to get to the specified location
HideProjectile
Hide any meshes/etc.
Init
Overrides: Projectile.Init
Initialize the Projectile
MyOnParticleSystemFinished
ProcessTouch
Overrides: Projectile.ProcessTouch
ProjectileHurtRadius
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
sets any additional particle parameters on the explosion effect required by subclasses
ShouldSpawnExplosionLight
ShouldSpawnExplosionLight() Decide whether or not to create an explosion light for this explosion
SpawnExplosionEffects
Spawn Explosion Effects
SpawnFlightEffects
Spawns any effects needed for the flight of this projectile
States
WaitingForVelocity
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
Overrides: Actor.Tick (global)