Always snap to grid

UE3:UTSimpleDestroyable (UDK)

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UDK Object >> Actor >> DynamicSMActor >> UTSimpleDestroyable
Package: 
UTGame
This class in other games:
UT3


Properties

Property group 'UTSimpleDestroyable'

bDestroyOnDamage

Type: bool

Should go boom when shot.

Default value: True

bDestroyOnPlayerTouch

Type: bool

Should go boom when a player walks over it.

Default value: True

bDestroyOnVehicleTouch

Type: bool

Should go boom when a vehicle drives over it.

Default value: True

MeshOnDestroy

Type: StaticMesh

Mesh to switch to when destroyed.

ParticlesOnDestroy

Type: ParticleSystem

Particles to play when destroyed.

RespawnTime

Type: float

Time between being destroyed and respawning.

Default value: 30.0

SoundOnDestroy

Type: SoundCue

Sound to play when destroyed.

SpawnPhysMesh

Type: StaticMesh

Static mesh to spawn as physics object when destroyed.

SpawnPhysMeshAngularVel

Type: Object.Vector

initial angular velocity for spawned physics object.

SpawnPhysMeshLifeSpan

Type: float

How long the spawned physics object should last.

Default value: 5.0

SpawnPhysMeshLinearVel

Type: Object.Vector

Initial linear velocity for spawned physics object.

Internal variables

bDestroyed

Type: bool

Whether we are currently in the destroyed state.

RespawnStaticMesh

Type: StaticMesh

Used to remember what mesh to set us back to when respawned.

TimeToRespawn

Type: float

Time before we are going to respawn.

Default values

Property Value
bCollideActors True
bNoDelete True
bPathColliding False
bProjTarget True

Subobjects

MyLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: DynamicSMActor.MyLightEnvironment

Property Value
bDynamic False

StaticMeshComponent0

Class: Engine.StaticMeshComponent

Inherits from: DynamicSMActor.StaticMeshComponent0

Property Value
BlockActors False
bUseAsOccluder False
CastShadow False
LightEnvironment DynamicLightEnvironmentComponent'UTGame.Default__UTSimpleDestroyable:MyLightEnvironment'
ReplacementPrimitive None

Functions

Events

CheckRespawn

simulated event CheckRespawn ()

Used to countdown to respawn.

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: DynamicSMActor.PostBeginPlay

Used to shut down actor on the server to reduce overhead.

TakeDamage

simulated event TakeDamage (int DamageAmount, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: Actor.TakeDamage

Called when shot.

Touch

simulated event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Actor.Touch

Called when overlapped by car/player

Other instance functions

GoBoom

simulated function GoBoom ()

Do actual explosion.

RespawnDestructible

simulated function RespawnDestructible ()

Put destructible back into pre-destroyed state.

States

IgnoreItAll

State used to stop anything from happening on dedicated server.

Ignores: TakeDamage, Tick, Touch