Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object | +-- Engine.Actor | +-- Engine.Projectile
MobileProjectile, UDKProjectile
Constants Summary |
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Inherited Contants from Core.Object |
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AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad |
Variables Summary | |
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bool | bBegunPlay |
bool | bBlockedByInstigator |
bool | bIgnoreFoliageTouch |
bool | bRotationFollowsVelocity |
bool | bSwitchToZeroCollision |
CylinderComponent | CylinderComponent |
Actor | ImpactedActor |
Controller | InstigatorController |
class<DamageType> | MyDamageType |
float | NetCullDistanceSquared |
Actor | ZeroCollider |
PrimitiveComponent | ZeroColliderComponent |
Projectile | |
float | Damage |
float | DamageRadius |
SoundCue | ImpactSound |
float | MaxSpeed |
float | MomentumTransfer |
SoundCue | SpawnSound |
float | Speed |
Inherited Variables from Core.Object |
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Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
Enumerations Summary |
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Inherited Enumerations from Engine.Actor |
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ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType |
Inherited Enumerations from Core.Object |
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AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
Structures Summary |
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Inherited Structures from Engine.Actor |
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ActorReference, AnimSlotDesc, AnimSlotInfo, BasedPosition, CollisionImpactData, ImpactInfo, NavReference, PhysEffectInfo, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo |
Functions Summary | ||
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![]() | ApplyFluidSurfaceImpact (FluidSurfaceActor Fluid, vector HitLocation)) | |
![]() | bool | CanSplash ())) |
![]() | EncroachedBy (Actor Other)) | |
![]() | bool | EncroachingOn (actor Other )) |
![]() | Explode (vector HitLocation, vector HitNormal)) | |
![]() | FellOutOfWorld (class<DamageType> dmgType)) | |
![]() | float | GetRange ())) |
![]() | byte | GetTeamNum () |
![]() | float | GetTimeToLocation (vector TargetLoc)) |
![]() | HitWall (vector HitNormal, actor Wall, PrimitiveComponent WallComp)) | |
![]() | bool | HurtRadius (float DamageAmount, float InDamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, optional actor IgnoredActor, optional Controller InstigatedByController = Instigator != None ? Instigator.Controller : None, optional bool bDoFullDamage
)) |
![]() | Init (Vector Direction )) | |
![]() | bool | IsStationary ())) |
![]() | PostBeginPlay ())) | |
![]() | PreBeginPlay ())) | |
![]() | ProcessTouch (Actor Other, Vector HitLocation, Vector HitNormal)) | |
![]() | bool | ProjectileHurtRadius (vector HurtOrigin, vector HitNormal)) |
![]() | RandSpin (float spinRate)) | |
![]() | Reset ())) | |
![]() | float | StaticGetTimeToLocation (vector TargetLoc, vector StartLoc, Controller RequestedBy)) |
![]() | Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )) |
Variables Detail |
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If false, instigator does not collide with this projectile
If true, ignore foliage entirely
If true, this projectile will have its rotation updated each frame to match its velocity
If collisionextent nonzero, and hit actor with bBlockNonZeroExtents=0, switch to zero extent collision.
The actor that the switch to zero collision occurred on (WorldInfo in the case of BSP).
The component that the switch to zero collision occurred on (NULL in the case of BSP).
Damage done by the projectile
Radius of effect in which damage is applied.
Sound made when projectile hits something.
Limit on speed of projectile (0 means no limit).
Momentum magnitude imparted by impacting projectile.
Sound made when projectile is spawned.
Initial speed of projectile.
Functions Detail |
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Called when this actor touches a fluid surface
returns the maximum distance this projectile can travel
returns the amount of time it would take the projectile to get to the specified location
HurtRadius() Hurt locally authoritative actors within the radius.
Adjusts HurtOrigin up to avoid world geometry, so more traces to actors around explosion will succeed
static version of GetTimeToLocation()
Defaultproperties |
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defaultproperties { TickGroup=TG_PreAsyncWork Begin Object Class=CylinderComponent Name=CollisionCylinder CollisionRadius=0 CollisionHeight=0 AlwaysLoadOnClient=True AlwaysLoadOnServer=True End Object CollisionComponent=CollisionCylinder CylinderComponent=CollisionCylinder Components.Add(CollisionCylinder) bCanBeDamaged=true DamageRadius=+220.0 MaxSpeed=+02000.000000 Speed=+02000.000000 bRotationFollowsVelocity=false bCollideActors=true bCollideWorld=true bNetTemporary=true bGameRelevant=true bReplicateInstigator=true Physics=PHYS_Projectile LifeSpan=+0014.000000 NetPriority=+00002.500000 MyDamageType=class'DamageType' RemoteRole=ROLE_SimulatedProxy NetCullDistanceSquared=+400000000.0 bBlockedByInstigator=true } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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