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Engine.Projectile

Extends
Actor
Modifiers
abstract native

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile

Direct Known Subclasses:

GameProjectile, UTProjectile

Constants Summary
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
boolbBegunPlay
boolbBlockedByInstigator
boolbInitRotationFromVelocity
boolbNotBlockedByShield
boolbRotationFollowsVelocity
boolbSwitchToZeroCollision
CylinderComponentCylinderComponent
floatDamage
floatDamageRadius
ActorImpactedActor
SoundCueImpactSound
ControllerInstigatorController
floatMaxSpeed
floatMomentumTransfer
class<DamageType>MyDamageType
floatNetCullDistanceSquared
SoundCueSpawnSound
floatSpeed
ActorZeroCollider
PrimitiveComponentZeroColliderComponent
Inherited Variables from Engine.Actor
Acceleration, AllComponents, Attached, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanTeleport, bClientDemoRecording, bCollideActors, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEdShouldSnap, bExchangedRoles, bForceNetUpdate, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNeverReplicateRotation, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bRepClientDemo, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStasis, bStatic, bTearOff, bTempEditor, bTicked, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DesiredRotation, DetachFence, DrawScale, DrawScale3D, GeneratedEvents, Group, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, MinDistForNetRBCorrection, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, Role, Rotation, RotationRate, SupportedEvents, Tag, TickGroup, Timers, Touching, Velocity, WorldInfo
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
Inherited Structures from Core.Object
Box, BoxSphereBounds, Color, Cylinder, double, DynamicMap_Mirror, Guid, IndirectArray_Mirror, InterpCurveFloat, InterpCurvePointFloat, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, Rotator, TextureMipBulkData_Mirror, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
functionbool CanSplash ()))
event EncroachedBy (Actor Other))
eventbool EncroachingOn (actor Other ))
function Explode (vector HitLocation, vector HitNormal))
event FellOutOfWorld (class<DamageType> dmgType))
functionfloat GetRange ()))
functionbyte GetTeamNum ()
functionfloat GetTimeToLocation (vector TargetLoc))
event HitWall (vector HitNormal, actor Wall, PrimitiveComponent WallComp))
functionbool 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 ))
function Init (vector Direction))
functionbool IsStationary ()))
event PostBeginPlay ()))
event PreBeginPlay ()))
function ProcessTouch (Actor Other, Vector HitLocation, Vector HitNormal))
function RandSpin (float spinRate))
function Reset ()))
functionfloat StaticGetTimeToLocation (vector TargetLoc, vector StartLoc, Controller RequestedBy))
event Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ))
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CanSplash, ChartData, CheckForErrors, CheckHitInfo, CheckMaxEffectDistance, ChildActors, ClampRotation, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, DebugFreezeGame, Destroy, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugLine, DrawDebugSphere, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindActorsOfClass, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetLocationStringFor, GetPackageGuid, GetPhysicsName, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, GetUTFlag, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsInPain, IsInVolume, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnCauseDamage, OnChangeCollision, OnDestroy, OnHealDamage, OnMakeNoise, OnRanOver, OnSetBlockRigidBody, OnSetPhysics, OnTeleport, OnToggleHidden, OutsideWorldBounds, OverlappingActors, OverRotated, PawnBaseDied, PhysicsVolumeChange, PickedUpBy, PlayActorFaceFXAnim, PlayerCanSeeMe, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RanInto, ReplaceText, ReplicatedEvent, Reset, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, ScriptGetTeamNum, SetAnimPosition, SetAnimWeights, SetBase, SetCollision, SetCollisionSize, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetGRI, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetLocation, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTimer, SetZone, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, TakeDamage, TakeRadiusDamage, Tick, Timer, TimeSince, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceComponent, TriggerEventClass, UnClock, UnTouch, UsedBy, VisibleActors, VisibleCollidingActors
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClassIsChildOf, ClearConfig, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, Exp, FClamp, FCubicInterp, FindDeltaAngle, FindObject, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetDotDistance, GetEnum, GetFuncName, GetHeadingAngle, GetNetFuncName, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetSpecialValue, GetStateName, GetUnAxes, GotoState, InStr, IsA, IsChildState, IsInState, IsNetScript, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, OrthoRotation, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointInBox, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, SaveConfig, SClampRotAxis, ScriptTrace, SetSpecialValue, SetUTracing, Sin, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

bBegunPlay Source code

var bool bBegunPlay;

bBlockedByInstigator Source code

var bool bBlockedByInstigator;
If false, instigator does not collide with this projectile

bInitRotationFromVelocity Source code

var bool bInitRotationFromVelocity;
If true, init projectiles rotation when a velocity is received

bNotBlockedByShield Source code

var bool bNotBlockedByShield;
if true, not blocked by vehicle shields with bIgnoreFlaggedProjectiles

bRotationFollowsVelocity Source code

var bool bRotationFollowsVelocity;
If true, this projectile will have its rotation updated each frame to match its velocity

bSwitchToZeroCollision Source code

var bool bSwitchToZeroCollision;
If collisionextent nonzero, and hit actor with bBlockNonZeroExtents=0, switch to zero extent collision.

CylinderComponent Source code

var CylinderComponent CylinderComponent;

Damage Source code

var float Damage;

DamageRadius Source code

var float DamageRadius;

ImpactedActor Source code

var Actor ImpactedActor;

ImpactSound Source code

var SoundCue ImpactSound;

InstigatorController Source code

var Controller InstigatorController;

MaxSpeed Source code

var float MaxSpeed;
Limit on speed of projectile (0 means no limit).

MomentumTransfer Source code

var float MomentumTransfer;

MyDamageType Source code

var class<DamageType> MyDamageType;

NetCullDistanceSquared Source code

var float NetCullDistanceSquared;

SpawnSound Source code

var SoundCue SpawnSound;

Speed Source code

var float Speed;
Initial speed of projectile.

ZeroCollider Source code

var Actor ZeroCollider;
The actor that the switch to zero collision occurred on (WorldInfo in the case of BSP).

ZeroColliderComponent Source code

var PrimitiveComponent ZeroColliderComponent;
The component that the switch to zero collision occurred on (NULL in the case of BSP).


Functions Detail

CanSplash Source code

simulated function bool CanSplash ( ) )

EncroachedBy Source code

simulated event EncroachedBy ( Actor Other) )

EncroachingOn Source code

event bool EncroachingOn ( actor Other ) )

Explode Source code

simulated function Explode ( vector HitLocation, vector HitNormal) )

FellOutOfWorld Source code

simulated event FellOutOfWorld ( class<DamageType> dmgType) )

GetRange Source code

simulated static function float GetRange ( ) )
returns the maximum distance this projectile can travel

GetTeamNum Source code

simulated native function byte GetTeamNum ( )

GetTimeToLocation Source code

simulated function float GetTimeToLocation ( vector TargetLoc) )
returns the amount of time it would take the projectile to get to the specified location

HitWall Source code

simulated singular event HitWall ( vector HitNormal, actor Wall, PrimitiveComponent WallComp) )

HurtRadius Source code

simulated function 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 ) )
HurtRadius() Hurt locally authoritative actors within the radius.

Init Source code

function Init ( vector Direction) )

IsStationary Source code

function bool IsStationary ( ) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

PreBeginPlay Source code

event PreBeginPlay ( ) )

ProcessTouch Source code

simulated function ProcessTouch ( Actor Other, Vector HitLocation, Vector HitNormal) )

RandSpin Source code

simulated final function RandSpin ( float spinRate) )

Reset Source code

function Reset ( ) )

StaticGetTimeToLocation Source code

static simulated function float StaticGetTimeToLocation ( vector TargetLoc, vector StartLoc, Controller RequestedBy) )
static version of GetTimeToLocation()

Touch Source code

simulated singular event Touch ( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ) )


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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Creation time: sk 18-3-2018 10:00:42.017 - Created with UnCodeX