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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
BeamLight
Type: UTFuryBeamLight
dynamic light which moves around following primary fire beam impact point
Default values
See UTVehicle_Fury_Content defaults.
Functions
Events
Destroyed
Overrides: UTVehicle_Fury.Destroyed
Called when the vehicle is destroyed. Clean up the seats/effects/etc
OnAnimEnd
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
Overrides: UTVehicle_Fury.PlayLanding
PlayTakeOff
Overrides: UTVehicle_Fury.PlayTakeOff
PostBeginPlay
Overrides: UTVehicle_Fury.PostBeginPlay
Initialization
Other instance functions
KillBeamEmitter
Overrides: UTVehicle_Fury.KillBeamEmitter
SetBeamEmitterHidden
Overrides: UTVehicle_Fury.SetBeamEmitterHidden
VehicleWeaponFired
Overrides: UTVehicle_Fury.VehicleWeaponFired
Vehicle will want to override WeaponFired and pass off the effects to the proper Seat