UE1:Decoration (U1)

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U1 Object >> Actor >> Decoration
Package:
Engine
Direct subclasses:
Barrel, Book, Boulder, BubbleGenerator, Candle2, Candle, Cannon, Carcass, Chair, Chest, Cryopod, Dice, EscapePod, Fan2, Flag1, Flag2, Flag3, InterpolatingObject, IntroShip, Knife, Lamp1, Lamp4, Lantern2, Lantern, MonkStatue, Moon, Panel, Plant1, Plant2, Plant3, Plant4, Plant5, Plant6, Plant7, Robot, ScaledSprite, Sconce, SeaWeed, Sign1, SludgeBarrel, SteelBarrel, SteelBox, Table, Tapestry1, Tree, Urn, Vase, Wire, WoodenBox, DripGenerator
This class in other games:

Decoration.

Properties

Property group 'Decoration'

bOnlyTriggerable

Type: bool


bPushable

Type: bool


content2

Type: class<Inventory>


content3

Type: class<Inventory>


contents

Type: class<Inventory>


EffectWhenDestroyed

Type: class<Actor>


EndPushSound

Type: Sound


PushSound

Type: Sound


Internal variables

bBobbing

Type: bool


bPushSoundPlaying

Type: bool


bSplash

Type: bool


bWasCarried

Type: bool


numLandings

Type: int

Modifiers: const

Used by engine physics.

Default values

Property Value
bStasis True
bStatic True
Mass 0.0
Texture None

Functions

Events

BaseChange

singular event BaseChange ()

Overrides: Actor.BaseChange


Bump

event Bump (Actor Other)

Overrides: Actor.Bump


Destroyed

event Destroyed ()

Overrides: Actor.Destroyed


Landed

event Landed (Object.Vector HitNormall)

Overrides: Actor.Landed


Timer

event Timer ()

Overrides: Actor.Timer


Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger


ZoneChange

singular event ZoneChange (ZoneInfo NewZone)

Overrides: Actor.ZoneChange


Other instance functions

FollowHolder

simulated function FollowHolder (Actor Other)


Frag

simulated function Frag (class<FragmentFragType, Object.Vector Momentum, float DSize, int NumFrags)


skinnedFrag

simulated function skinnedFrag (class<FragmentFragType, Texture FragSkin, Object.Vector Momentum, float DSize, int NumFrags)