| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object | +-- Engine.Actor | +-- Engine.Projectile
GameProjectile, UTProjectile
| Constants Summary |
|---|
| Inherited Contants from Core.Object |
|---|
| DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
| Variables Summary | |
|---|---|
| bool | bBegunPlay |
| bool | bBlockedByInstigator |
| bool | bInitRotationFromVelocity |
| bool | bNotBlockedByShield |
| bool | bRotationFollowsVelocity |
| bool | bSwitchToZeroCollision |
| CylinderComponent | CylinderComponent |
| float | Damage |
| float | DamageRadius |
| Actor | ImpactedActor |
| SoundCue | ImpactSound |
| Controller | InstigatorController |
| float | MaxSpeed |
| float | MomentumTransfer |
| class<DamageType> | MyDamageType |
| float | NetCullDistanceSquared |
| SoundCue | SpawnSound |
| float | Speed |
| Actor | ZeroCollider |
| PrimitiveComponent | ZeroColliderComponent |
| 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 | ||
|---|---|---|
![]() | bool | CanSplash ())) |
![]() | EncroachedBy (Actor Other)) | |
![]() | bool | EncroachingOn (actor Other )) |
![]() | Explode (vector HitLocation, vector HitNormal)) | |
![]() | FellOutOfWorld (class<DamageType> dmgType)) | |
![]() | float | GetRange ())) |
![]() | byte | GetTeamNum () |
![]() | float | GetTimeToLocation (vector TargetLoc)) |
![]() | HitWall (vector HitNormal, actor Wall, PrimitiveComponent WallComp)) | |
![]() | bool | HurtRadius (float DamageAmount, float InDamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, optional actor IgnoredActor, optional Controller InstigatedByController = Instigator != None ? Instigator.Controller : None, optional bool bDoFullDamage
)) |
![]() | Init (vector Direction)) | |
![]() | bool | IsStationary ())) |
![]() | PostBeginPlay ())) | |
![]() | PreBeginPlay ())) | |
![]() | ProcessTouch (Actor Other, Vector HitLocation, Vector HitNormal)) | |
![]() | RandSpin (float spinRate)) | |
![]() | Reset ())) | |
![]() | float | StaticGetTimeToLocation (vector TargetLoc, vector StartLoc, Controller RequestedBy)) |
![]() | Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )) | |
| Variables Detail |
|---|
If false, instigator does not collide with this projectile
If true, init projectiles rotation when a velocity is received
if true, not blocked by vehicle shields with bIgnoreFlaggedProjectiles
If true, this projectile will have its rotation updated each frame to match its velocity
If collisionextent nonzero, and hit actor with bBlockNonZeroExtents=0, switch to zero extent collision.
Limit on speed of projectile (0 means no limit).
Initial speed of projectile.
The actor that the switch to zero collision occurred on (WorldInfo in the case of BSP).
The component that the switch to zero collision occurred on (NULL in the case of BSP).
| Functions Detail |
|---|
CanSplash Source code
EncroachedBy Source code
EncroachingOn Source code
Explode Source code
FellOutOfWorld Source code
GetRange Source codereturns the maximum distance this projectile can travel
GetTeamNum Source code
GetTimeToLocation Source codereturns the amount of time it would take the projectile to get to the specified location
HitWall Source code
HurtRadius Source codeHurtRadius() Hurt locally authoritative actors within the radius.
Init Source code
IsStationary Source code
PostBeginPlay Source code
PreBeginPlay Source code
ProcessTouch Source code
RandSpin Source code
Reset Source code
StaticGetTimeToLocation Source codestatic version of GetTimeToLocation()
Touch Source code| Defaultproperties |
|---|
defaultproperties
{
Speed=2000.000000
MaxSpeed=2000.000000
bBlockedByInstigator=True
DamageRadius=220.000000
MyDamageType=Class'Engine.DamageType'
NetCullDistanceSquared=400000000.000000
Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__CylinderComponent'
CollisionHeight=0.000000
CollisionRadius=0.000000
Name="CollisionCylinder"
ObjectArchetype=CylinderComponent'Engine.Default__CylinderComponent'
End Object
CylinderComponent=CollisionCylinder
Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__SpriteComponent'
HiddenGame=True
AlwaysLoadOnClient=False
AlwaysLoadOnServer=False
Name="Sprite"
ObjectArchetype=SpriteComponent'Engine.Default__SpriteComponent'
End Object
Components(0)=Sprite
Components(1)=CollisionCylinder
Physics=PHYS_Projectile
RemoteRole=ROLE_SimulatedProxy
bNetTemporary=True
bReplicateInstigator=True
bGameRelevant=True
bCanBeDamaged=True
bCollideActors=True
bCollideWorld=True
NetPriority=2.500000
LifeSpan=14.000000
CollisionComponent=CollisionCylinder
CollisionType=COLLIDE_CustomDefault
Name="Default__Projectile"
ObjectArchetype=Actor'Engine.Default__Actor'
}
|
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