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User:Crusha/UltimateMappingTools/UltimateDestructibleEnvironment
UltimateDestroyableEnvironment
by Crusha K. Rool
Object >> Actor >> Decoration >> UltimateDestroyableEnvironment (custom) |
A StaticMesh that can change it's appearance when taking a certain amount of damage. Additionally it can play sounds, spawn KActors and use Emitter effects when it reaches the next Level of Destruction.
Property group 'UltimateDestructibleEnvironment'
LevelOfDestruction
Type: array<_LevelOfDestruction>
Define the different Levels of Destruction and the effects that are associated with them. See the struct below for more informations.
TotalHealth
Type: int
Default value: 2000
The initial health of this actor.
DamageTypes
Type: array<DamageType>
Which DamageTypes can affect this actor?
bBlackList
Type: bool
Default value: True
If true, the DamageTypes in the array can NOT damage this actor.
VelocityDamageTreshold
Type: float
Default value: 1000
How fast another actor that touches this one can be without causing damage. -1 to turn off.
VelocityDamageScale
Type: float
Default value: 0.03
How much damage is taken in relation to the actual velocity?
bReset
Type: bool
Reset this actor after the round ended or keep destruction the whole match?
Struct '_LevelOfDestruction'
DestroyedStaticMesh
Type: StaticMesh
The new StaticMesh that is used at this LOD.
HealthLimit
Type: int
This LOD becomes active if the actors health drops below this.
StaticMeshScale
Type: float
Scale the new StaticMesh by this value.
StaticMeshOffset
Type: vector
New location of the StaticMesh in relation to the original location.
StaticMeshRotation
Type: rotator
New rotation of the StaticMesh in relation to the original rotation.
TriggerEvent
Type: name
Trigger this Event once this LOD has been reached.
bFinalDestruction
Type: bool
Set this to True if you consider this the last stadium of the mesh in which it should disappear completely. It still has the possibility to respawn in the next round.
KarmaDeco
Type: array<_DecoKActor>
KActors to spawn at the destruction.
EmitterEffects
Emitter effects to play at the destruction.
DestructionSounds
Sounds to play at the destruction.
Struct '_DecoKActor'
KActor
KActor to spawn.
Create a subclass of KActor (or preferably Karmathing) in order to adjust it's properties.
SpawnOffset
Type: vector
Where does the KActor spawn in relation to the location of the StaticMesh?
RotationOffset=
Type: rotator
Which rotation does the KActor have in relation to the StaticMesh?
KActorLifeSpan=
Type: rotator
How many seconds does the KActor exist before it gets destroyed?
0 means infinite, but it's recommended to avoid that.
Struct '_Effects'
Emitter
Use this Emitter class for the effect.
xEmitter
Use this xEmitter class for the effect. This is used in case the Emitter class is not specified.
SpawnOffset
Type: vector
Where does the effect spawn in relation to the location of the StaticMesh?
Struct '_Sounds'
Sound
Type: Sound
The sound to be played (from the center of the actor before it's destruction).
SoundVolume
Type: float
How loud the sound is being played. 1.0 is the maximum and is what you hear in the Sound Browser.
SoundRadius
Type: float
The radius around the actor in which the sound can be heard.
SoundPitch
Type: float
Recommended value: 1.0
How fast the sound is being played. 0.5 is half of normal speed and one octave lower.
2.0 is twice the normal speed and one octave higher. Those are the minimum and maximum values.