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This is a movable blocking volume. It can be moved by matinee, being based on dynamic objects, etc.
Core.Object | +-- Engine.Actor | +-- Engine.Brush | +-- Engine.Volume | +-- Engine.BlockingVolume | +-- Engine.DynamicBlockingVolume
Variables Summary | |
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DynamicBlockingVolume | |
bool | bEnabled |
Inherited Variables from Engine.BlockingVolume |
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bBlockCamera |
Inherited Variables from Engine.Volume |
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AssociatedActor, bForcePawnWalk, bProcessAllActors |
Structures Summary | ||
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CheckpointRecord Location, Rotation, bCollideActors, bBlockActors, bNeedsReplication |
Functions Summary | ||
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![]() | ApplyCheckpointRecord (const out CheckpointRecord Record)) | |
![]() | CreateCheckpointRecord (out CheckpointRecord Record)) | |
![]() | PostBeginPlay ())) |
Inherited Functions from Engine.BlockingVolume |
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OnToggle |
Inherited Functions from Engine.Volume |
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BeginState, CollisionChanged, DisplayDebug, Encompasses, EncompassesPoint, OnToggle, PostBeginPlay, ProcessActorSetVolume, Touch, untouch |
Variables Detail |
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Is the volume enabled by default?
Structures Detail |
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var bool bBlockActors;};
var bool bCollideActors;
var bool bNeedsReplication;
var vector Location;
var rotator Rotation;
Force TRACE_LevelGeometry to still work with us even though bWorldGeometry is cleared bWorldGeometry is cleared so that actors can base properly on moving volumes
@param Primitive - the primitive to trace against
@param SourceActor - the actor doing the trace
@param TraceFlags - misc flags describing the trace
Functions Detail |
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Overriden to set the default collision state.
Defaultproperties |
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defaultproperties { Physics=PHYS_Interpolating bStatic=false bAlwaysRelevant=true bReplicateMovement=true bOnlyDirtyReplication=true RemoteRole=ROLE_None bWorldGeometry=false BrushColor=(R=255,G=255,B=100,A=255) bEnabled=true } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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