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UE3:UTXRayVolume (UT3)

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UT3 Object >> Actor >> Brush >> Volume >> PhysicsVolume >> UTXRayVolume
Package: 
UTGame
Direct subclass:
UTXRayVolume_Content

Applies X-Ray effect to all pawns inside the volume

Properties[edit]

ActivateSound[edit]

Type: SoundCue

sounds played for various actions

AmbientSoundComponent[edit]

Type: AudioComponent


DestroySound[edit]

Type: SoundCue

sounds played for various actions

EnterSound[edit]

Type: SoundCue

sounds played for various actions

ExitSound[edit]

Type: SoundCue

sounds played for various actions

GeneratorEffect[edit]

Type: ParticleSystemComponent


GeneratorMesh[edit]

Type: SkeletalMeshComponent


InsideAmbientSound[edit]

Type: SoundCue

ambient sounds

InsideCameraEffect[edit]

Type: class<UTEmitCameraEffect>

camera emitter played on player in volume

MinimumDamage[edit]

Type: float

minimum SavedDamage before we actually apply it (needs to be large enough to counter any scaling factors that might reduce to below 1)

Default value: 1.0

OutsideAmbientSound[edit]

Type: SoundCue

ambient sounds

PawnLifeDrainPerSec[edit]

Type: float

each second, LifeSpan is decreased by this much extra for each living Pawn in the volume

PawnTimeScalingFactor[edit]

Type: float

Time dilation scaling factor for pawns in this volume

Default value: 0.4

SavedDamage[edit]

Type: float

saved partial damage (in case of high frame rate

SlowEffect[edit]

Type: ParticleSystemComponent


XRayInvisMaterial[edit]

Type: Material

Materials to use for characters when the XRay effect is active

Default values[edit]

Property Value
bCollideActors False
bHidden False
bNetInitialRotation True
bNoDelete False
bStatic False
CollisionType COLLIDE_CustomDefault
DamagePerSec 2.0
LifeSpan 180.0
NetUpdateFrequency 1.0
Priority 100000
RemoteRole ROLE_SimulatedProxy

Subobjects[edit]

BrushComponent0[edit]

Class: Engine.BrushComponent

Inherits from: PhysicsVolume.BrushComponent0

No new values.

Delegates[edit]

OnDeployableUsedUp[edit]

delegate OnDeployableUsedUp (Actor ChildDeployable)

We use a delegate so that different types of creators can get the OnDestroyed event

Functions[edit]

Events[edit]

CollisionChanged[edit]

simulated event CollisionChanged ()

Overrides: Volume.CollisionChanged

Called when collision values change for this actor (via SetCollision/SetCollisionSize).

Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


PawnEnteredVolume[edit]

simulated event PawnEnteredVolume (Pawn Other)

Overrides: PhysicsVolume.PawnEnteredVolume


PawnLeavingVolume[edit]

simulated event PawnLeavingVolume (Pawn Other)

Overrides: PhysicsVolume.PawnLeavingVolume


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: PhysicsVolume.PostBeginPlay


Reset[edit]

event Reset ()

Overrides: PhysicsVolume.Reset


Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Timer[edit]

event Timer ()

Overrides: Actor.Timer


Other instance functions[edit]

ActivateSlowEffect[edit]

simulated function ActivateSlowEffect ()


NotifyPawnBecameViewTarget[edit]

simulated function NotifyPawnBecameViewTarget (Pawn P, PlayerController PC)

Overrides: PhysicsVolume.NotifyPawnBecameViewTarget

notification when a Pawn inside this volume becomes the ViewTarget for a PlayerController

StopsProjectile[edit]

simulated function bool StopsProjectile (Projectile P)

Overrides: Actor.StopsProjectile