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GameFramework.GameExplosion

Extends
Object
Modifiers
native editinlinenew

Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- GameFramework.GameExplosion

Constants Summary
Inherited Contants from Core.Object
AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad

Variables Summary
ActorActorToIgnoreForDamage
boolbFullDamageToAttachee
boolbIgnoreInstigator
ActorHitActor
vectorHitLocation
vectorHitNormal
GameExplosion
class<Actor>ActorClassToIgnoreForDamage
class<Actor>ActorClassToIgnoreForKnockdownsAndCringes
boolbAllowPerMaterialFX
boolbAllowTeammateCringes
boolbAttachExplosionEmitterToAttachee
boolbAutoControllerVibration
boolbCausesFracture
boolbDirectionalExplosion
boolbOrientCameraShakeTowardsEpicenter
boolbParticleSystemIsBeingOverriddenDontUsePhysMatVersion
boolbPerformRadialBlurRelevanceCheck
boolbUseMapSpecificValues
boolbUseOverlapCheck
class<EmitterCameraLensEffectBase>CameraLensEffect
floatCameraLensEffectRadius
CameraShakeCamShake
floatCamShakeFalloff
floatCamShakeInnerRadius
floatCamShakeOuterRadius
CameraShakeCamShake_Left
CameraShakeCamShake_Rear
CameraShakeCamShake_Right
vector2dCringeDuration
floatCringeRadius
floatDamage
floatDamageDelay
floatDamageFalloffExponent
floatDamageRadius
floatDirectionalExplosionAngleDeg
PointLightComponentExploLight
floatExploLightFadeOutTime
RadialBlurComponentExploRadialBlur
floatExploRadialBlurFadeOutTime
floatExploRadialBlurMaxBlur
floatExplosionEmitterScale
SoundCueExplosionSound
floatFractureMeshRadius
floatFracturePartVel
floatKnockDownRadius
floatKnockDownStrength
floatMomentumTransferScale
class<DamageType>MyDamageType
ParticleSystemParticleEmitterTemplate
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Core.Object
AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
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
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

ActorToIgnoreForDamage Source code

var transient Actor ActorToIgnoreForDamage;
Optional actor that does not receive any radial damage, to be specified at runtime

bFullDamageToAttachee Source code

var transient bool bFullDamageToAttachee;
Unused? Option to force full damage to the attachee actor.

bIgnoreInstigator Source code

var transient bool bIgnoreInstigator;
If set, ignore instigator when doing damage/effects. Can be set in addition to above

HitActor Source code

var Actor HitActor;
Track if we've hit an actor, used to handle cases such as kidnapper protected from hostage damage

HitLocation Source code

var vector HitLocation;
We need the hit location and hit normal so we can trace down to the actor to apply the decal (e.g. hitting wall or floor)

HitNormal Source code

var vector HitNormal;

GameExplosion

ActorClassToIgnoreForDamage Source code

var(GameExplosion) class<Actor> ActorClassToIgnoreForDamage;
The actor class to ignore for damage from this explosion

ActorClassToIgnoreForKnockdownsAndCringes Source code

var(GameExplosion) class<Actor> ActorClassToIgnoreForKnockdownsAndCringes;
The actor class to ignore for knockdowns and cringes from this explosion

bAllowPerMaterialFX Source code

var(GameExplosion) bool bAllowPerMaterialFX;
If true, attempt to get effect information from the physical material system. If false or a physicalmaterial is unavailable, just use the information above.

bAllowTeammateCringes Source code

var(GameExplosion) bool bAllowTeammateCringes;
True to allow teammates to cringe, regardless of friendly fire setting.

bAttachExplosionEmitterToAttachee Source code

var(GameExplosion) bool bAttachExplosionEmitterToAttachee;
Whether or not we should attach something to the attachee

bAutoControllerVibration Source code

var(GameExplosion) bool bAutoControllerVibration;
TRUE to attempt to automatically do force feedback to match the camera shake

bCausesFracture Source code

var(GameExplosion) bool bCausesFracture;
Controls if this explosion will cause fracturing

bDirectionalExplosion Source code

var(GameExplosion) bool bDirectionalExplosion;
If TRUE, this will be a "directional" explosion, meaning that all radial effects will be applied only within DirectionalExplosionAngleDeg degrees of the blast's facing direction (which should be supplied via Explode()).

bOrientCameraShakeTowardsEpicenter Source code

var(GameExplosion) bool bOrientCameraShakeTowardsEpicenter;
TRUE to rotate CamShake to play radially relative to the explosion. Left/Right/Rear will be ignored.

bParticleSystemIsBeingOverriddenDontUsePhysMatVersion Source code

var(GameExplosion) bool bParticleSystemIsBeingOverriddenDontUsePhysMatVersion;
So for tagged grenades we need override the particle system but still want material based decals and such.

bPerformRadialBlurRelevanceCheck Source code

var(GameExplosion) bool bPerformRadialBlurRelevanceCheck;
If true, will perform an EffectIsRelevant check before spawning the radial blur

bUseMapSpecificValues Source code

var(GameExplosion) bool bUseMapSpecificValues;
This tells the explosion to look in the Map's MapSpecific info

bUseOverlapCheck Source code

var(GameExplosion) bool bUseOverlapCheck;

CameraLensEffect Source code

var(GameExplosion) class<EmitterCameraLensEffectBase> CameraLensEffect;
Play this CameraLensEffect when ever damage of this type is given. This will primarily be used by explosions. But could be used for other impacts too!

CameraLensEffectRadius Source code

var(GameExplosion) float CameraLensEffectRadius;
This is the radius to play the camera effect on

CamShake Source code

var(GameExplosion) editinline CameraShake CamShake;
Shake to play when source is in front of the camera, or when directional variants are unspecified.

CamShakeFalloff Source code

var(GameExplosion) float CamShakeFalloff;
Exponent for intensity falloff between inner and outer radii.

CamShakeInnerRadius Source code

var(GameExplosion) float CamShakeInnerRadius;
Radius within which to play full-powered camera shake (will be scaled within radius)

CamShakeOuterRadius Source code

var(GameExplosion) float CamShakeOuterRadius;
Between inner and outer radii, scale shake from full to zero

CamShake_Left Source code

var(GameExplosion) editinline CameraShake CamShake_Left;
Anim to play when the source event is to the left of the camera. If None, CamShake will be used instead.

CamShake_Rear Source code

var(GameExplosion) editinline CameraShake CamShake_Rear;
Anim to play when the source event is behind of the camera. If None, CamShake will be used instead.

CamShake_Right Source code

var(GameExplosion) editinline CameraShake CamShake_Right;
Anim to play when the source event is to the right of the camera. If None, CamShake will be used instead.

CringeDuration Source code

var(GameExplosion) vector2d CringeDuration;
duration of the cringe. X=duration at epicenter, Y=duration at CringeRadius. Values <0 mean use default cringe.

CringeRadius Source code

var(GameExplosion) float CringeRadius;
radius at which people will cringe from the explosion

Damage Source code

var(GameExplosion) float Damage;
Amount of damage done at the epicenter.

DamageDelay Source code

var(GameExplosion) float DamageDelay;
Delay before applying damage after spawning FX, 0.f == no delay

DamageFalloffExponent Source code

var(GameExplosion) float DamageFalloffExponent;
Defines how damage falls off. High numbers cause faster falloff, lower (closer to zero) cause slower falloff. 1 is linear.

DamageRadius Source code

var(GameExplosion) float DamageRadius;
Damage range.

DirectionalExplosionAngleDeg Source code

var(GameExplosion) float DirectionalExplosionAngleDeg;
Half-angle, in degrees, of the cone that defines the effective area of a directional explosion.

ExploLight Source code

var(GameExplosion) PointLightComponent ExploLight;
Defines the dynamic light cast by the explosion

ExploLightFadeOutTime Source code

var(GameExplosion) float ExploLightFadeOutTime;
Dynamic Light fade out time, in seconds

ExploRadialBlur Source code

var(GameExplosion) RadialBlurComponent ExploRadialBlur;
Defines the blurred region for the explosion

ExploRadialBlurFadeOutTime Source code

var(GameExplosion) float ExploRadialBlurFadeOutTime;
Radial blur fade out time, in seconds

ExploRadialBlurMaxBlur Source code

var(GameExplosion) float ExploRadialBlurMaxBlur;
Radial blur max blur amount

ExplosionEmitterScale Source code

var(GameExplosion) float ExplosionEmitterScale;
Scalar for increasing/decreasing explosion effect size.

ExplosionSound Source code

var(GameExplosion) SoundCue ExplosionSound;
Audio to play at explosion time.

FractureMeshRadius Source code

var(GameExplosion) float FractureMeshRadius;
How far away from explosion we break bits off

FracturePartVel Source code

var(GameExplosion) float FracturePartVel;
How hard to throw broken off pieces

KnockDownRadius Source code

var(GameExplosion) float KnockDownRadius;
radius at which people will be knocked down/ragdolled by the projectile's explosion

KnockDownStrength Source code

var(GameExplosion) float KnockDownStrength;
@fixme, base this on MomentumTransferScale?

MomentumTransferScale Source code

var(GameExplosion) float MomentumTransferScale;
Percentage of damagetype's momentum to apply.

MyDamageType Source code

var(GameExplosion) class<DamageType> MyDamageType<AllowAbstract>;
What damagetype to use

ParticleEmitterTemplate Source code

var(GameExplosion) ParticleSystem ParticleEmitterTemplate;
Which particle effect to play.


Defaultproperties

defaultproperties
{
	ExplosionEmitterScale=1.f
	MomentumTransferScale=1.f
	bCausesFracture=TRUE
	bPerformRadialBlurRelevanceCheck=false
	ExploRadialBlurMaxBlur=2.0
	CringeDuration=(X=-1.f,Y=-1.f)

	CamShakeFalloff=2.f
	bAutoControllerVibration=true
}

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Creation time: ti 22-3-2011 19:56:49.343 - Created with UnCodeX