Mostly Harmless
UE3:UTWaterVolume (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Actor >> Brush >> Volume >> PhysicsVolume >> WaterVolume >> UTWaterVolume |
- Package:
- UTGame
- Direct subclasses:
- UTDynamicWaterVolume, UTSpaceVolume
- This class in other games:
- UT3
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Properties[edit]
ProjectileEntryEffect[edit]
Type: ParticleSystem
Default value: ParticleSystem'Envy_Effects.Particles.P_WP_Water_Splash_Small'
PS_EnterWaterEffect_Pawn[edit]
Type: ParticleSystem
effects to play based on what type of Actor you are *
Default value: ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_Player_Water_Impact'
PS_EnterWaterEffect_Vehicle[edit]
Type: ParticleSystem
Default value: ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_General_VH_Water_Impact'
Default values[edit]
Property | Value |
---|---|
EntrySound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterDeepLandCue' |
ExitSound | SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterDeepCue' |
TerminalVelocity | 1500.0 |
Subobjects[edit]
BrushComponent0[edit]
Class: Engine.BrushComponent
Inherits from: WaterVolume.BrushComponent0
Property | Value |
---|---|
ReplacementPrimitive | None |
Functions[edit]
Events[edit]
Touch[edit]
simulated event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)
Overrides: WaterVolume.Touch
We override this so we can play some water splash effects when a pawn enters the water
NOTE: we don't differentiate between GroundSpeed and FallSpeed / AirSpeed
Other instance functions[edit]
PlayEntrySplash[edit]
simulated function PlayEntrySplash (Actor Other)
Overrides: WaterVolume.PlayEntrySplash