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UE3:UTSkelControl_Damage (UDK)
Object >> AnimObject >> SkelControlBase >> SkelControlSingleBone >> UTSkelControl_Damage |
- Package:
- UTGame
- Direct subclasses:
- UTSkelControl_DamageHinge, UTSkelControl_DamageSpring
- This class in other games:
- UT3
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Properties
Property group 'Damage'
ActivationThreshold
Type: float
If the health target is above this threshold, this control will be inactive
bControlStrFollowsHealth
Type: bool
Once activated, does we generate the control strength as a product of the health remaining, or is it always full
bOnDamageActive
Type: bool
Whether the OnDamage functionality is active *
Default value: True
BreakMesh
Type: StaticMesh
The Static Mesh component to display when it breaks off
BreakThreshold
Type: float
The threshold at which the spring will begin looking to break
Default value: 1.1
BreakTime
Type: float
This is the amount of time to go from breaking to broken
DamageBoneScale
Type: float
Value to scale this bone to on death *
DamageMax
Type: int
How much damage the control can take
Default value: 25
DamageScale
Type: Object.Vector
The scale to use for the spawned piece. (i.e. we have one static mesh asset but it is being spawned from different locations on a vehicle which is mirrored down the center.
Default value:
Member | Value |
---|---|
X | 1.0 |
Y | 1.0 |
Z | 1.0 |
DefaultBreakDir
Type: Object.Vector
When breaking off, use this to build the vector
PS_DamageOnBreak
Type: ParticleSystem
ParticleSystem to spawn when this piece breaks
Default value: ParticleSystem'Envy_Effects.Particles.P_VH_Gib_Explosion'
PS_DamageTrail
Type: ParticleSystem
ParticleSystem to attach when this piece flies off (i.e. a dark acrid trailing smoke trail!)
Default value: ParticleSystem'Envy_Effects.Tests.Effects.P_Vehicle_Damage_1'
Property group 'OnDeath'
bOnDeathActive
Type: bool
Whether the OnDeath functionality is active *
bOnDeathUseForSecondaryExplosion
Type: bool
Whether the OnDeath functionality is active for the secondary explosion *
DeathBoneScale
Type: float
Value to scale this bone to on death *
DeathImpulseDir
Type: Object.Vector
This is the direction which the spawned vehicle piece will fly *
DeathPercentToActuallySpawn
Type: float
This is the percent that this piece will actually spawn if OnDeath is active *
Default value: 1.0
DeathScale
Type: Object.Vector
The scale to use for the spawned piece. (i.e. we have one static mesh asset but it is being spawned from different locations on a vehicle which is mirrored down the center.
Default value:
Member | Value |
---|---|
X | 1.0 |
Y | 1.0 |
Z | 1.0 |
DeathStaticMesh
Type: StaticMesh
The static mesh to spawn on death *
PS_DeathOnBreak
Type: ParticleSystem
ParticleSystem to spawn when this piece breaks
Default value: ParticleSystem'Envy_Effects.Particles.P_VH_Gib_Explosion'
PS_DeathTrail
Type: ParticleSystem
ParticleSystem to attach when this piece flies off (i.e. a dark acrid trailing smoke trail!)
Default value: ParticleSystem'Envy_Effects.Tests.Effects.P_Vehicle_Damage_1'
Property group 'UTSkelControl_Damage'
BreakSpeed
Type: Object.Vector
force that pushes the part up when the part is broken off to clear the vehicle.
Internal variables
bInitialized
Type: bool
Is this control initialized
bIsBreaking
Type: bool
Modifiers: transient
This is set to true when Break() is called. It signals the control is breaking but not yet broken
bIsBroken
Type: bool
Modifiers: transient
Is this control broken
BreakTimer
Type: float
Modifiers: transient
This holds the real-time at which this should break
BrokenBone
Type: name
Modifiers: transient
This holds the name of the bone that was broken
HealthPerc
Type: float
Which morph Target to use for health. If none, use the main vehicle health
Default value: 1.0
OwnerVehicle
Type: UTVehicle
Quick link to the owning UTVehicle
OwnerVehicleMaxHealth
Type: float
Modifiers: transient
cached MaxDamage for a vehicle
Default values
Property | Value |
---|---|
bIgnoreWhenNotRendered | True |