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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.Actor | +-- Engine.KAsset
KAssetSpawnable
| Constants Summary |
|---|
| Inherited Contants from Core.Object |
|---|
| DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
| Variables Summary | |
|---|---|
| SkeletalMesh | ReplicatedMesh |
| PhysicsAsset | ReplicatedPhysAsset |
| KAsset | |
| bool | bBlockPawns |
| bool | bDamageAppliesImpulse |
| bool | bWakeOnLevelStart |
| SkeletalMeshComponent | SkeletalMeshComponent |
| 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 |
|---|
| EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
| Structures Summary |
|---|
| Inherited Structures from Engine.Actor |
|---|
| AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo |
| Functions Summary | ||
|---|---|---|
![]() | DoKismetAttachment (Actor Attachment, SeqAct_AttachToActor Action )) | |
![]() | OnTeleport (SeqAct_Teleport InAction)) | |
![]() | OnToggle (SeqAct_Toggle action)) | |
![]() | PostBeginPlay ())) | |
![]() | ReplicatedEvent (name VarName )) | |
![]() | TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)) | |
![]() | TakeRadiusDamage (Controller InstigatedBy, float BaseDamage, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, bool bFullDamage, Actor DamageCauser
)) | |
| Variables Detail |
|---|
Used to replicate mesh to clients
Used to replicate physics asset to clients
Whether this KAsset should block Pawns.
| Functions Detail |
|---|
DoKismetAttachment Source codePerforms actual attachment. Can be subclassed for class specific behaviors.
OnTeleport Source code
OnToggle Source codeIf this KAsset receives a Toggle ON event from Kismet, wake the physics up.
PostBeginPlay Source code
ReplicatedEvent Source code
TakeDamage Source codeDefault behaviour when shot is to apply an impulse and kick the KActor.
TakeRadiusDamage Source codeTake Radius Damage
@param InstigatedBy, instigator of the damage
@param Base Damage
@param Damage Radius (from Origin)
@param DamageType class
@param Momentum (float)
@param HurtOrigin, origin of the damage radius.
@param DamageCauser the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
| Defaultproperties |
|---|
defaultproperties
{
Begin Object Class=SkeletalMeshComponent Name=KAssetSkelMeshComponent ObjName=KAssetSkelMeshComponent Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
PhysicsWeight=1.000000
bSkipAllUpdateWhenPhysicsAsleep=True
bHasPhysicsAssetInstance=True
bUpdateKinematicBonesFromAnimation=False
LightEnvironment=DynamicLightEnvironmentComponent'Engine.Default__KAsset:MyLightEnvironment'
CollideActors=True
BlockActors=True
BlockZeroExtent=True
BlockRigidBody=True
RBChannel=RBCC_GameplayPhysics
RBCollideWithChannels=(Default=True,GameplayPhysics=True,EffectPhysics=True)
Name="KAssetSkelMeshComponent"
ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
End Object
SkeletalMeshComponent=KAssetSkelMeshComponent
bDamageAppliesImpulse=True
Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent'
Name="MyLightEnvironment"
ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent'
End Object
Components(0)=MyLightEnvironment
Components(1)=KAssetSkelMeshComponent
Physics=PHYS_RigidBody
RemoteRole=ROLE_SimulatedProxy
TickGroup=TG_PostAsyncWork
bNoDelete=True
bAlwaysRelevant=True
bUpdateSimulatedPosition=True
bNetInitialRotation=True
bCollideActors=True
bBlockActors=True
bProjTarget=True
bEdShouldSnap=True
CollisionComponent=KAssetSkelMeshComponent
CollisionType=COLLIDE_CustomDefault
SupportedEvents(3)=Class'Engine.SeqEvent_ConstraintBroken'
SupportedEvents(4)=Class'Engine.SeqEvent_RigidBodyCollision'
Name="Default__KAsset"
ObjectArchetype=Actor'Engine.Default__Actor'
}
|
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