Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
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 |
---|
Performs actual attachment. Can be subclassed for class specific behaviors.
If this KAsset receives a Toggle ON event from Kismet, wake the physics up.
Default behaviour when shot is to apply an impulse and kick the KActor.
Take 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' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |