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d Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. Games should create placeable subclasses of WaterVolume for use in game levels.
Core.Object | +-- Engine.Actor | +-- Engine.Brush | +-- Engine.Volume | +-- Engine.PhysicsVolume | +-- Engine.WaterVolume
UTLavaVolume, UTSlimeVolume, UTWaterVolume
Variables Summary | |
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WaterVolume | |
class<actor> | EntryActor |
SoundCue | EntrySound |
class<actor> | ExitActor |
SoundCue | ExitSound |
Inherited Variables from Engine.Volume |
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AssociatedActor, bForcePawnWalk, bProcessAllActors |
Structures Summary |
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Inherited Structures from Engine.PhysicsVolume |
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CheckpointRecord |
Functions Summary | ||
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![]() | PlayEntrySplash (Actor Other)) | |
![]() | PlayExitSplash (Actor Other)) | |
![]() | Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )) | |
![]() | untouch (Actor Other)) |
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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Effect spawned when touched by an actor that can splash
Sound played when touched by an actor that can splash
Effect spawned when untouched by an actor that can splash
Sound played when untouched by an actor that can splash
Functions Detail |
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Defaultproperties |
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defaultproperties { Begin Object Name=BrushComponent0 RBChannel=RBCC_Water bDisableAllRigidBody=false End Object bWaterVolume=True FluidFriction=+00002.400000 } |
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