Gah - a solution with more questions. – EntropicLqd
UE3:UTVehicle_Fury_Content (UT3)
Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTHoverVehicle >> UTAirVehicle >> UTVehicle_Fury >> UTVehicle_Fury_Content |
- Package:
- UTGameContent
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
BeamLight[edit]
Type: UTFuryBeamLight
dynamic light which moves around following primary fire beam impact point
Default values[edit]
See UTVehicle_Fury_Content defaults.
Functions[edit]
Events[edit]
Destroyed[edit]
Overrides: UTVehicle_Fury.Destroyed
Called when the vehicle is destroyed. Clean up the seats/effects/etc
OnAnimEnd[edit]
Overrides: UTVehicle.OnAnimEnd
(Description copied from Actor.OnAnimEnd)
Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops. Will not get called if bLooping is 'true' on the AnimNodeSequence. bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.
Parameters:
- SeqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
- PlayedTime - Time played on this animation. (play rate independant).
- ExcessTime - how much time overlapped beyond end of animation. (play rate independant).
PlayLanding[edit]
Overrides: UTVehicle_Fury.PlayLanding
PlayTakeOff[edit]
Overrides: UTVehicle_Fury.PlayTakeOff
PostBeginPlay[edit]
Overrides: UTVehicle_Fury.PostBeginPlay
Initialization
Other instance functions[edit]
KillBeamEmitter[edit]
Overrides: UTVehicle_Fury.KillBeamEmitter
SetBeamEmitterHidden[edit]
Overrides: UTVehicle_Fury.SetBeamEmitterHidden
VehicleWeaponFired[edit]
Overrides: UTVehicle_Fury.VehicleWeaponFired
Vehicle will want to override WeaponFired and pass off the effects to the proper Seat