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Engine.DynamicBlockingVolume

Extends
BlockingVolume
Modifiers
native showcategories ( Movement ) placeable

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
DynamicBlockingVolume
boolbEnabled
Inherited Variables from Engine.BlockingVolume
bBlockCamera
Inherited Variables from Engine.Volume
AssociatedActor, bForcePawnWalk, bProcessAllActors

Structures Summary
CheckpointRecord
Location, Rotation, bCollideActors, bBlockActors, bNeedsReplication

Functions Summary
function ApplyCheckpointRecord (const out CheckpointRecord Record))
function CreateCheckpointRecord (out CheckpointRecord Record))
event PostBeginPlay ()))
Inherited Functions from Engine.BlockingVolume
OnToggle
Inherited Functions from Engine.Volume
BeginState, CollisionChanged, DisplayDebug, Encompasses, EncompassesPoint, OnToggle, PostBeginPlay, ProcessActorSetVolume, Touch, untouch


Variables Detail

DynamicBlockingVolume

bEnabled Source code

var(DynamicBlockingVolume) bool bEnabled;
Is the volume enabled by default?


Structures Detail

CheckpointRecord Source code

struct CheckpointRecord
{
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

ApplyCheckpointRecord Source code

function ApplyCheckpointRecord ( const out CheckpointRecord Record) )

CreateCheckpointRecord Source code

function CreateCheckpointRecord ( out CheckpointRecord Record) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )
Overriden to set the default collision state.


Defaultproperties

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
}

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Creation time: ti 22-3-2011 19:56:48.514 - Created with UnCodeX