Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:UTSimpleDestroyable (UDK)
Object >> Actor >> DynamicSMActor >> UTSimpleDestroyable |
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Properties[edit]
Property group 'UTSimpleDestroyable'[edit]
bDestroyOnDamage[edit]
Type: bool
Should go boom when shot.
Default value: True
bDestroyOnPlayerTouch[edit]
Type: bool
Should go boom when a player walks over it.
Default value: True
bDestroyOnVehicleTouch[edit]
Type: bool
Should go boom when a vehicle drives over it.
Default value: True
MeshOnDestroy[edit]
Type: StaticMesh
Mesh to switch to when destroyed.
ParticlesOnDestroy[edit]
Type: ParticleSystem
Particles to play when destroyed.
RespawnTime[edit]
Type: float
Time between being destroyed and respawning.
Default value: 30.0
SoundOnDestroy[edit]
Type: SoundCue
Sound to play when destroyed.
SpawnPhysMesh[edit]
Type: StaticMesh
Static mesh to spawn as physics object when destroyed.
SpawnPhysMeshAngularVel[edit]
Type: Object.Vector
initial angular velocity for spawned physics object.
SpawnPhysMeshLifeSpan[edit]
Type: float
How long the spawned physics object should last.
Default value: 5.0
SpawnPhysMeshLinearVel[edit]
Type: Object.Vector
Initial linear velocity for spawned physics object.
Internal variables[edit]
bDestroyed[edit]
Type: bool
Whether we are currently in the destroyed state.
RespawnStaticMesh[edit]
Type: StaticMesh
Used to remember what mesh to set us back to when respawned.
TimeToRespawn[edit]
Type: float
Time before we are going to respawn.
Default values[edit]
Property | Value |
---|---|
bCollideActors | True |
bNoDelete | True |
bPathColliding | False |
bProjTarget | True |
Subobjects[edit]
MyLightEnvironment[edit]
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: DynamicSMActor.MyLightEnvironment
Property | Value |
---|---|
bDynamic | False |
StaticMeshComponent0[edit]
Class: Engine.StaticMeshComponent
Inherits from: DynamicSMActor.StaticMeshComponent0
Property | Value |
---|---|
BlockActors | False |
bUseAsOccluder | False |
CastShadow | False |
LightEnvironment | DynamicLightEnvironmentComponent'UTGame.Default__UTSimpleDestroyable:MyLightEnvironment' |
ReplacementPrimitive | None |
Functions[edit]
Events[edit]
CheckRespawn[edit]
Used to countdown to respawn.
PostBeginPlay[edit]
Overrides: DynamicSMActor.PostBeginPlay
Used to shut down actor on the server to reduce overhead.
TakeDamage[edit]
Overrides: Actor.TakeDamage
Called when shot.
Touch[edit]
Overrides: Actor.Touch
Called when overlapped by car/player
Other instance functions[edit]
GoBoom[edit]
Do actual explosion.
RespawnDestructible[edit]
Put destructible back into pre-destroyed state.
States[edit]
IgnoreItAll[edit]
State used to stop anything from happening on dedicated server.