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Engine.Projectile

Extends
Actor
Modifiers
abstract native notplaceable

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile

Direct Known Subclasses:

MobileProjectile, UDKProjectile

Constants Summary
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers
Inherited Contants from Core.Object
AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad

Variables Summary
boolbBegunPlay
boolbBlockedByInstigator
boolbIgnoreFoliageTouch
boolbRotationFollowsVelocity
boolbSwitchToZeroCollision
CylinderComponentCylinderComponent
ActorImpactedActor
ControllerInstigatorController
class<DamageType>MyDamageType
floatNetCullDistanceSquared
ActorZeroCollider
PrimitiveComponentZeroColliderComponent
Projectile
floatDamage
floatDamageRadius
SoundCueImpactSound
floatMaxSpeed
floatMomentumTransfer
SoundCueSpawnSound
floatSpeed
Inherited Variables from Engine.Actor
Acceleration, AllComponents, AngularVelocity, Attached, bAllowFluidSurfaceInteraction, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCallRigidBodyWakeEvents, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanStepUpOn, bCanTeleport, bCollideActors, bCollideAsEncroacher, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDebugEffectIsRelevant, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEditable, bEdShouldSnap, bExchangedRoles, bForceAllowKismetModification, bForceDemoRelevant, bForceNetUpdate, bForceOctreeSNFilter, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHiddenEdLevel, bHiddenEdTemporary, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bMoveIgnoresDestruction, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRigidBodyWasAwake, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStatic, bTearOff, bTempEditor, bTicked, bTickIsDisabled, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DetachFence, DrawScale3D, DrawScale, EditorIconColor, GeneratedEvents, Group, HiddenEditorViews, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, ReplicatedCollisionType, Role, Rotation, RotationRate, SupportedEvents, Tag, TickFrequency, TickFrequencyAtEndDistance, TickFrequencyDecreaseDistanceEnd, TickFrequencyDecreaseDistanceStart, TickFrequencyLastSeenTimeBeforeForcingMaxTickFrequency, TickGroup, Timers, TimeSinceLastTick, Touching, Velocity, WorldInfo
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType
Inherited Enumerations from Core.Object
AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
Inherited Structures from Engine.Actor
ActorReference, AnimSlotDesc, AnimSlotInfo, BasedPosition, CollisionImpactData, ImpactInfo, NavReference, PhysEffectInfo, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo
Inherited Structures from Core.Object
Array_Mirror, BitArray_Mirror, BoneAtom, Box, BoxSphereBounds, Color, Cylinder, double, FColorVertexBuffer_Mirror, Guid, IndirectArray_Mirror, InlinePointerArray_Mirror, InterpCurveFloat, InterpCurveLinearColor, InterpCurvePointFloat, InterpCurvePointLinearColor, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, OctreeElementId, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, RenderCommandFence_Mirror, Rotator, Set_Mirror, SHVector, SHVectorRGB, SparseArray_Mirror, TAlphaBlend, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
function ApplyFluidSurfaceImpact (FluidSurfaceActor Fluid, vector HitLocation))
functionbool CanSplash ()))
event EncroachedBy (Actor Other))
eventbool EncroachingOn (actor Other ))
function Explode (vector HitLocation, vector HitNormal))
event FellOutOfWorld (class<DamageType> dmgType))
functionfloat GetRange ()))
functionbyte GetTeamNum ()
functionfloat GetTimeToLocation (vector TargetLoc))
event HitWall (vector HitNormal, actor Wall, PrimitiveComponent WallComp))
functionbool 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 ))
function Init (Vector Direction ))
functionbool IsStationary ()))
event PostBeginPlay ()))
event PreBeginPlay ()))
function ProcessTouch (Actor Other, Vector HitLocation, Vector HitNormal))
functionbool ProjectileHurtRadius (vector HurtOrigin, vector HitNormal))
function RandSpin (float spinRate))
function Reset ()))
functionfloat StaticGetTimeToLocation (vector TargetLoc, vector StartLoc, Controller RequestedBy))
event Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ))
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, AnimTreeUpdated, ApplyFluidSurfaceImpact, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, bool, BP2Vect, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CalculateMinSpeedTrajectory, CanActorPlayFaceFXAnim, CanSplash, ChartData, CheckForErrors, CheckHitInfo, ChildActors, ClampRotation, ClearAllTimers, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, CreateForceField, DebugFreezeGame, DebugMessagePlayer, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugFrustrum, DrawDebugLine, DrawDebugPoint, DrawDebugSphere, DrawDebugStar, DrawDebugString, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, fixedTurn, FlushDebugStrings, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetAggregateBaseVelocity, GetAimAdhesionExtent, GetAimFrictionExtent, GetALocalPlayerController, GetAvoidanceVector, GetBasedPosition, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetPackageGuid, GetPhysicsName, GetRemainingTimeForTimer, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsBlockedBy, IsInPain, IsInPersistentLevel, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, ModifyTimerTimeDilation, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnChangeCollision, OnDestroy, OnModifyHealth, OnRanOver, OnRigidBodySpringOverextension, OnSetBlockRigidBody, OnSetPhysics, OnSetVelocity, OnSleepRBPhysics, OnTeleport, OnToggleHidden, OnWakeRBPhysics, OutsideWorldBounds, OverlappingActors, OverRotated, PauseTimer, PawnBaseDied, PhysicsVolumeChange, PlayActorFaceFXAnim, PlayerCanSeeMe, PlayParticleEffect, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostDemoRewind, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PrestreamTextures, PreTeleport, RanInto, ReattachComponent, ReceivedNewEvent, ReplaceText, ReplicatedEvent, ReplicationEnded, Reset, ResetTimerTimeDilation, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, RootMotionProcessed, ScriptGetTeamNum, SetAnimPosition, SetBase, SetBasedPosition, SetCollision, SetCollisionSize, SetCollisionType, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTickIsDisabled, SetTimer, SetZone, ShouldBeHiddenBySHOW_NavigationNodes, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, SupportsKismetModification, TakeDamage, TakeRadiusDamage, Tick, Timer, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceAllPhysicsAssetInteractions, TraceComponent, TrailsNotify, TrailsNotifyEnd, TrailsNotifyTick, TriggerEventClass, TriggerGlobalEventClass, UnClock, UnTouch, UsedBy, Vect2BP, VisibleActors, VisibleCollidingActors, VolumeBasedDestroy, WillOverlap
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, Atan2, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClampRotAxisFromBase, ClampRotAxisFromRange, ClassIsChildOf, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, DebugBreak, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, EvalInterpCurveFloat, EvalInterpCurveVector, EvalInterpCurveVector2D, Exp, FCeil, FClamp, FCubicInterp, FFloor, FindDeltaAngle, FindObject, FInterpConstantTo, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, float, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetBuildChangelistNumber, GetDotDistance, GetEngineVersion, GetEnum, GetFuncName, GetHeadingAngle, GetMappedRangeValue, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetRightMost, GetRotatorAxis, GetScriptTrace, GetStateName, GetSystemTime, GetUnAxes, GotoState, InCylinder, InStr, InverseTransformNormal, InverseTransformVector, IsA, IsChildState, IsInState, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, LerpColor, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, MakeRotationMatrix, MakeRotationTranslationMatrix, MakeRotator, MatrixGetAxis, MatrixGetOrigin, MatrixGetRotator, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, NoZDot, OrthoRotation, ParseLocalizedPropertyPath, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointDistToSegment, PointProjectToPlane, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, RTransform, SaveConfig, SClampRotAxis, ScriptTrace, SetUTracing, Sin, Split, SplitString, Sqrt, Square, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformNormal, TransformVector, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VRandCone, VRandCone2, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

bBegunPlay Source code

var bool bBegunPlay;

bBlockedByInstigator Source code

var bool bBlockedByInstigator;
If false, instigator does not collide with this projectile

bIgnoreFoliageTouch Source code

var bool bIgnoreFoliageTouch;
If true, ignore foliage entirely

bRotationFollowsVelocity Source code

var bool bRotationFollowsVelocity;
If true, this projectile will have its rotation updated each frame to match its velocity

bSwitchToZeroCollision Source code

var bool bSwitchToZeroCollision;
If collisionextent nonzero, and hit actor with bBlockNonZeroExtents=0, switch to zero extent collision.

CylinderComponent Source code

var CylinderComponent CylinderComponent;

ImpactedActor Source code

var Actor ImpactedActor;

InstigatorController Source code

var Controller InstigatorController;

MyDamageType Source code

var class<DamageType> MyDamageType;

NetCullDistanceSquared Source code

var float NetCullDistanceSquared;

ZeroCollider Source code

var Actor ZeroCollider;
The actor that the switch to zero collision occurred on (WorldInfo in the case of BSP).

ZeroColliderComponent Source code

var PrimitiveComponent ZeroColliderComponent;
The component that the switch to zero collision occurred on (NULL in the case of BSP).

Projectile

Damage Source code

var(Projectile) float Damage;
Damage done by the projectile

DamageRadius Source code

var(Projectile) float DamageRadius;
Radius of effect in which damage is applied.

ImpactSound Source code

var(Projectile) SoundCue ImpactSound;
Sound made when projectile hits something.

MaxSpeed Source code

var(Projectile) float MaxSpeed;
Limit on speed of projectile (0 means no limit).

MomentumTransfer Source code

var(Projectile) float MomentumTransfer;
Momentum magnitude imparted by impacting projectile.

SpawnSound Source code

var(Projectile) SoundCue SpawnSound;
Sound made when projectile is spawned.

Speed Source code

var(Projectile) float Speed;
Initial speed of projectile.


Functions Detail

ApplyFluidSurfaceImpact Source code

simulated function ApplyFluidSurfaceImpact ( FluidSurfaceActor Fluid, vector HitLocation) )
Called when this actor touches a fluid surface

CanSplash Source code

simulated function bool CanSplash ( ) )

EncroachedBy Source code

simulated event EncroachedBy ( Actor Other) )

EncroachingOn Source code

event bool EncroachingOn ( actor Other ) )

Explode Source code

simulated function Explode ( vector HitLocation, vector HitNormal) )

FellOutOfWorld Source code

simulated event FellOutOfWorld ( class<DamageType> dmgType) )

GetRange Source code

simulated static function float GetRange ( ) )
returns the maximum distance this projectile can travel

GetTeamNum Source code

simulated native function byte GetTeamNum ( )

GetTimeToLocation Source code

simulated function float GetTimeToLocation ( vector TargetLoc) )
returns the amount of time it would take the projectile to get to the specified location

HitWall Source code

simulated singular event HitWall ( vector HitNormal, actor Wall, PrimitiveComponent WallComp) )

HurtRadius Source code

simulated function 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 ) )
HurtRadius() Hurt locally authoritative actors within the radius.

Init Source code

function Init ( Vector Direction ) )

IsStationary Source code

function bool IsStationary ( ) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

PreBeginPlay Source code

event PreBeginPlay ( ) )

ProcessTouch Source code

simulated function ProcessTouch ( Actor Other, Vector HitLocation, Vector HitNormal) )

ProjectileHurtRadius Source code

simulated function bool ProjectileHurtRadius ( vector HurtOrigin, vector HitNormal) )
Adjusts HurtOrigin up to avoid world geometry, so more traces to actors around explosion will succeed

RandSpin Source code

simulated final function RandSpin ( float spinRate) )

Reset Source code

function Reset ( ) )

StaticGetTimeToLocation Source code

static simulated function float StaticGetTimeToLocation ( vector TargetLoc, vector StartLoc, Controller RequestedBy) )
static version of GetTimeToLocation()

Touch Source code

simulated singular event Touch ( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ) )


Defaultproperties

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
}

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Creation time: ti 22-3-2011 19:56:55.594 - Created with UnCodeX