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GameFramework.GameKActorSpawnableEffect

Extends
KActor
Modifiers
notplaceable

KActor used for spawning "effect" type of physics objects. (e.g. gun magazines) This will nice "fade to nothing when it is dying. So in PhysX2 when we use smallish collision on objects we will get tunneling and that will cause the object to either fall directly through the ground or bounce a little bit and then fall through the ground. CCD currently is slow, has some bugs, and is a global setting (as opposed to compartment) So for physx2 you need to make a larger than correct box/shape and that should stop these RigidBodyies from falling through the world. One way to do that is with the "Set Collision from Builder Brush" functionality. Make a builder brush around the object and use that for the collision! Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.DynamicSMActor
      |   
      +-- Engine.KActor
         |   
         +-- GameFramework.GameKActorSpawnableEffect

Variables Summary
Inherited Variables from Engine.KActor
AngErrorAccumulator, bCurrentSlide, bDamageAppliesImpulse, bDisableClientSidePawnInteractions, bEnableStayUprightSpring, bLimitMaxPhysicsVelocity, bNeedsRBStateReplication, bSlideActive, bWakeOnLevelStart, ImpactEffectComponent, ImpactEffectInfo, ImpactSoundComponent, ImpactSoundComponent2, InitialLocation, InitialRotation, LastImpactTime, LastSlideTime, MaxPhysicsVelocity, RBState, ReplicatedDrawScale3D, SlideEffectComponent, SlideEffectInfo, SlideSoundComponent, StayUprightMaxTorque, StayUprightTorqueFactor
Inherited Variables from Engine.DynamicSMActor
bForceStaticDecals, bPawnCanBaseOn, bSafeBaseIfAsleep, LightEnvironment, ReplicatedMaterial0, ReplicatedMaterial1, ReplicatedMesh, ReplicatedMeshRotation, ReplicatedMeshScale3D, ReplicatedMeshTranslation, StaticMeshComponent

Functions Summary
event FellOutOfWorld (class dmgType ))
event PostBeginPlay ()))
function StartScalingDown ()))
event Tick (float DeltaTime ))
ScalingDown
Inherited Functions from Engine.KActor
ApplyImpulse, Destroyed, FellOutOfWorld, GetKActorPhysMaterial, OnTeleport, OnToggle, PostBeginPlay, ReplicatedEvent, Reset, ResolveRBState, SetPhysicalCollisionProperties, SpawnedByKismet, TakeDamage, TakeRadiusDamage
Inherited Functions from Engine.DynamicSMActor
Attach, CanBasePawn, Detach, OnSetMaterial, OnSetMesh, PostBeginPlay, ReplicatedEvent, SetLightEnvironmentToNotBeDynamic, SetStaticMesh

States Summary
ScalingDown Source code
simulated state ScalingDown
Tick


Functions Detail

FellOutOfWorld Source code

simulated event FellOutOfWorld ( class<DamageType> dmgType ) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

StartScalingDown Source code

simulated function StartScalingDown ( ) )

Tick ScalingDown Source code

simulated event Tick ( float DeltaTime ) )


Defaultproperties

defaultproperties
{
	Begin Object Name=MyLightEnvironment
		bCastShadows=FALSE
		bEnabled=TRUE
		bDynamic=TRUE
	End Object

	Begin Object Name=StaticMeshComponent0
		CastShadow=FALSE
		BlockActors=FALSE
		bAcceptsStaticDecals=FALSE
		bAcceptsDynamicDecals=FALSE
	End Object

	bNoDelete=FALSE
	RemoteRole=ROLE_None
	bBlocksNavigation=FALSE
	bCollideWorld=FALSE
	bCollideActors=FALSE
	bBlockActors=FALSE
	bNoEncroachCheck=TRUE
	LifeSpan=30.0f
}

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Creation time: ti 22-3-2011 19:56:49.441 - Created with UnCodeX