Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:WaterVolume (UDK)
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Revision as of 06:04, 17 January 2010 by Wormbo (Talk | contribs) (1 revision: class descriptions for UDK January update (part 9))
Object >> Actor >> Brush >> Volume >> PhysicsVolume >> WaterVolume |
Contents
- Package:
- Engine
- Direct subclasses:
- UTLavaVolume, UTSlimeVolume, UTWaterVolume
- This class in other games:
- U2XMP, UE2Runtime, U2, UT2003, UT2004, UT3
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Games should create placeable subclasses of WaterVolume for use in game levels.
Properties
Property group 'WaterVolume'
EntryActor
e.g. a splash (only if water zone)
EntrySound
Type: SoundCue
only if waterzone
ExitActor
e.g. a splash (only if water zone)
ExitSound
Type: SoundCue
only if waterzone
PawnEntryActor
when pawn center enters volume
Default values
Property | Value |
---|---|
bWaterVolume | True |
CollisionType | COLLIDE_CustomDefault |
FluidFriction | 2.4 |
LocationName | "under water" |
Subobjects
BrushComponent0
Class: Engine.BrushComponent
Inherits from: PhysicsVolume.BrushComponent0
Property | Value |
---|---|
bDisableAllRigidBody | False |
RBChannel | RBCC_Water |
ReplacementPrimitive | None |
Functions
Events
Touch
simulated event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)
Overrides: PhysicsVolume.Touch
untouch
event untouch (Actor Other)
Overrides: Actor.UnTouch
Other instance functions
PlayEntrySplash
function PlayEntrySplash (Actor Other)
PlayExitSplash
function PlayExitSplash (Actor Other)