UE2:DeployedUnit (U2)
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Object >> Actor >> Pawn >> StationaryPawn >> DeployedUnit |
- Package:
- Deployables
- Direct subclasses:
- FieldGenerator, ProximitySensor
- This class in other games:
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Constants
NotifyDeployedTimerName
Value: 'NotifyDeployedTimer'
Properties
Property group 'DeployedUnit'
AmbientNoiseSound
Type: Sound
bEnabled
Type: bool
CarcassMesh
Type: array<StaticMesh>
Mesh to spawn when unit is destroyed.
DamageFilterClass
Type: class<DamageFilter>
Default value: Class'Deployables.DamageFilterDeployed'
DeploySound
Type: Sound
Description
Type: string
Modifiers: localized
DestroyedAlertSound
Type: Sound
DisabledSkin
Type: Shader
Skin/Shader to use when unit is Disabled.
DisabledSound
Type: Sound
DisableTime
Type: float
Number of seconds the unit remains disabled.
Default value: 3.0
EnabledSound
Type: Sound
EnergyCostPerSec
Type: float
ExplosionClass
class used to handle explosion effect, sound
Default value: Class'U2.SmallExplosion'
HitEffect
effect to spawn when an impact happens
Default value: Class'U2.ElectricSparks'
InventoryType
PickupMessage
Type: string
Modifiers: localized
Human readable description when picked up.
SelfDestructDuration
Type: float
Default value: 8.0
SelfDestructTimer
Type: float
Default value: 1.0
ShutdownSound
Type: Sound
Internal variables
bActive
Type: bool
Unit becomes active when it has eventLanded() and is on.
Default value: True
bDeployed
Type: bool
Unit is deployed through NotifyDeployed()
ClientTeamIndex
Type: int
Default value: 255
KillerController
Type: Controller
LandedNotifyDeployedDelay
Type: float
Modifiers: private
Default value: 0.5
SpamTexture0
Type: Texture
Default value: Texture'Legend.Skins.JLSSRed'
SpamTexture1
Type: Texture
Default value: Texture'Legend.Skins.JLSSBlue'
SpamTexture255
Type: Texture
temp hack until we get skins for these
Default value: Texture'Legend.Skins.JLSSGrey'
Default values
Property | Value |
---|---|
bAlwaysRelevantToInstigator | False |
bAlwaysRelevantToOwner | False |
bAnimByOwner | True |
bCanMantle | False |
bNetNotify | True |
bUsable | True |
Health | 1000 |
Physics | PHYS_Falling |
Functions
Static functions
DamageEncroacher
Events
Destroyed
Overrides: Pawn.Destroyed
EncroachingOn
Overrides: Pawn.EncroachingOn
Landed
Overrides: Pawn.Landed
PostBeginPlay
Overrides: Pawn.PostBeginPlay
PostNetReceive
Overrides: Actor.PostNetReceive
TakeDamage
Overrides: Pawn.TakeDamage
Other instance functions
CheckForEncroachingPawns
DisableCollision
DisableUnit
EnableCollision
EnableUnit
Explode
GetDescription
Overrides: Actor.GetDescription
GetKillerController
Overrides: Pawn.GetKillerController
Initialize
IsActive
IsEnabled
IsUsable
KillInventory
NotifyDeployed
NotifyDeployedTimer
NotifyTeamEnergyStatus
Overrides: Actor.NotifyTeamEnergyStatus
OnUse
Overrides: Actor.OnUse
RegisterConsumer
ReplicationReady
ReplicationReadyCheck
SetActive
SetEnabled
SetKillerController
Overrides: Actor.SetKillerController
SetSkin
SetTeam
Overrides: Pawn.SetTeam
SetTextures
SetupClient
ShutDownDeployedUnit
UnRegisterConsumer
States
Decaying
Ignores: BreathTimer, Bump, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange
Decaying.BeginState
Overrides: Object.BeginState (global)
Decaying.Timer
Overrides: Actor.Timer (global)
Offline
Offline.Timer
Overrides: Actor.Timer (global)
Offline.NotifyTeamEnergyStatus
Overrides: NotifyTeamEnergyStatus (global)