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UE3:UTSimpleDestroyable (UT3)

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

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

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
CollisionType COLLIDE_CustomDefault

Subobjects[edit]

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: DynamicSMActor.MyLightEnvironment

Property Value
bDynamic False
bEnabled True

StaticMeshComponent0[edit]

Class: Engine.StaticMeshComponent

Inherits from: DynamicSMActor.StaticMeshComponent0

Property Value
BlockActors False
bUseAsOccluder False
CastShadow False
LightEnvironment DynamicLightEnvironmentComponent'UTGame.Default__UTSimpleDestroyable:MyLightEnvironment'

Functions[edit]

Events[edit]

CheckRespawn[edit]

simulated event CheckRespawn ()

Used to countdown to respawn.

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: DynamicSMActor.PostBeginPlay

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

TakeDamage[edit]

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[edit]

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[edit]

GoBoom[edit]

simulated function GoBoom ()

Do actual explosion.

RespawnDestructible[edit]

simulated function RespawnDestructible ()

Put destructible back into pre-destroyed state.

States[edit]

IgnoreItAll[edit]

State used to stop anything from happening on dedicated server.

Ignores: TakeDamage, Tick, Touch