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UE3:UTWaterVolume (UDK)

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UDK Object >> Actor >> Brush >> Volume >> PhysicsVolume >> WaterVolume >> UTWaterVolume
Package: 
UTGame
Direct subclasses:
UTDynamicWaterVolume, UTSpaceVolume
This class in other games:
UT3


Properties

ProjectileEntryEffect

Type: ParticleSystem


Default value: ParticleSystem'Envy_Effects.Particles.P_WP_Water_Splash_Small'

PS_EnterWaterEffect_Pawn

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

Type: ParticleSystem


Default value: ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_General_VH_Water_Impact'

Default values

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

BrushComponent0

Class: Engine.BrushComponent

Inherits from: WaterVolume.BrushComponent0

Property Value
ReplacementPrimitive None

Functions

Events

Touch

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

PlayEntrySplash

simulated function PlayEntrySplash (Actor Other)

Overrides: WaterVolume.PlayEntrySplash