I don't need to test my programs. I have an error-correcting modem.

UE3:UTWaterVolume (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> Actor >> Brush >> Volume >> PhysicsVolume >> WaterVolume >> UTWaterVolume
Package: 
UTGame
Direct subclasses:
UTDynamicWaterVolume, UTSpaceVolume
This class in other games:
UDK

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

ProjectileEntryEffect[edit]

Type: ParticleSystem


Default value: ParticleSystem'Envy_Effects.Particles.P_WP_Water_Splash_Small'

PS_EnterWaterEffect_Pawn[edit]

Type: ParticleSystem

effects to play based on what type of Actor you are *

Default value: ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_Player_Water_Impact'

PS_EnterWaterEffect_Vehicle[edit]

Type: ParticleSystem


Default value: ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_General_VH_Water_Impact'

Default values[edit]

Property Value
EntrySound SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterDeepLandCue'
ExitSound SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterDeepCue'
TerminalVelocity 1500.0

Subobjects[edit]

BrushComponent0[edit]

Class: Engine.BrushComponent

Inherits from: WaterVolume.BrushComponent0

No new values.

Functions[edit]

Events[edit]

Touch[edit]

simulated event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: WaterVolume.Touch

We override this so we can play some water splash effects when a pawn enters the water

NOTE: we don't differentiate between GroundSpeed and FallSpeed / AirSpeed

Other instance functions[edit]

PlayEntrySplash[edit]

simulated function PlayEntrySplash (Actor Other)

Overrides: WaterVolume.PlayEntrySplash