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GameFramework.GameBreakableActor

Extends
KActor
Modifiers
config ( Game ) native placeable

GameBreakableActor Currently does not yet support replication. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

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

Variables Summary
GameBreakableActor
StaticMeshBreakMesh
SoundCueBreakSound
floatDamageThreshold
array<class<DamageType>>DamageTypes
array<BreakableParticleSystem>ParticleEmitters
EPhysicsPhysics
Inherited Variables from Engine.KActor
AngErrorAccumulator, bCurrentSlide, bDamageAppliesImpulse, bSlideActive, bWakeOnLevelStart, DrawScaleX, DrawScaleY, DrawScaleZ, ImpactEffectComponent, ImpactSoundComponent, ImpactSoundComponent2, InitialLocation, InitialRotation, LastImpactTime, LastSlideTime, RBState, SlideEffectComponent, SlideSoundComponent
Inherited Variables from Engine.DynamicSMActor
bPawnCanBaseOn, bSafeBaseIfAsleep, LightEnvironment, ReplicatedMaterial, ReplicatedMesh, ReplicatedMeshRotation, ReplicatedMeshScale3D, ReplicatedMeshTranslation, StaticMeshComponent

Structures Summary
BreakableStep
Emitter, Offset

Functions Summary
function BreakLastApart (Controller EventInstigator))
function BreakStepApart (int BrokenStep))
event Destroyed ()))
functionvector GetOffsetToWorld (vector Offset)
function HideAndDestroy ()))
functionbool IsValidDamageType (class<DamageType> inDamageType))
function SetParticlesLighting (Emitter Emit)
event TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
function TakeLastDamage (int Damage, Controller EventInstigator, bool bIsBroken, int BrokenStep))
function TakeStepDamage (int Damage, Controller EventInstigator, bool bIsBroken, int BrokenStep))
Inherited Functions from Engine.KActor
ApplyImpulse, FellOutOfWorld, GetKActorPhysMaterial, OnTeleport, OnToggle, PostBeginPlay, ReplicatedEvent, Reset, ResolveRBState, SetPhysicalCollisionProperties, TakeDamage, TakeRadiusDamage
Inherited Functions from Engine.DynamicSMActor
Attach, CanBasePawn, Detach, OnSetMaterial, OnSetStaticMesh, PostBeginPlay, ReplicatedEvent, SetStaticMesh


Variables Detail

GameBreakableActor

BreakMesh Source code

var(GameBreakableActor) StaticMesh BreakMesh;
KActor template to use when this object breaks

BreakSound Source code

var(GameBreakableActor) SoundCue BreakSound;
Sound to play.

DamageThreshold Source code

var(GameBreakableActor) float DamageThreshold;
Total amount of damage to take before activating the event

DamageTypes Source code

var(GameBreakableActor) array<class<DamageType>> DamageTypes;
Types of damage that are counted

ParticleEmitters Source code

var(GameBreakableActor) array<BreakableParticleSystem> ParticleEmitters;
Emitter system to use when this object breaks

Physics Source code

var(GameBreakableActor) EPhysics Physics;
The physics mode to switch to.


Structures Detail

BreakableStep Source code

struct BreakableStep
{
var(GameBreakableActor) ParticleSystem Emitter;
var(GameBreakableActor) vector Offset;
};

Emitter:
Particle system to spawn.
Offset:
Offset relative to the breakable actor to attach the particle system.


Functions Detail

BreakLastApart Source code

function BreakLastApart ( Controller EventInstigator) )

BreakStepApart Source code

function BreakStepApart ( int BrokenStep) )

Destroyed Source code

event Destroyed ( ) )

GetOffsetToWorld Source code

structdefaultproperties { DamageThreshold = 0.0 Physics = PHYS_RigidBody } } ; var() array < BreakableStep > BreakableSteps ; var int CurrentBreakableStep ; var() LightingChannelContainer ParticleLightingChannels ; var() bool bParticlesAcceptLights ; var() bool bParticlesAcceptDynamicLights ; native function vector GetOffsetToWorld ( vector Offset )
¨Particles lighting

HideAndDestroy Source code

function HideAndDestroy ( ) )

IsValidDamageType Source code

final function bool IsValidDamageType ( class<DamageType> inDamageType) )
Searches DamageTypes[] for the specified damage type.

SetParticlesLighting Source code

native function SetParticlesLighting ( Emitter Emit )

TakeDamage Source code

event TakeDamage ( int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )

TakeLastDamage Source code

function TakeLastDamage ( int Damage, Controller EventInstigator, bool bIsBroken, int BrokenStep) )

TakeStepDamage Source code

function TakeStepDamage ( int Damage, Controller EventInstigator, bool bIsBroken, int BrokenStep) )


Defaultproperties

defaultproperties
{
   Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 ObjName=StaticMeshComponent0 Archetype=StaticMeshComponent'Engine.Default__KActor:StaticMeshComponent0'
      ObjectArchetype=StaticMeshComponent'Engine.Default__KActor:StaticMeshComponent0'
   End Object
   StaticMeshComponent=StaticMeshComponent0
   Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__KActor:MyLightEnvironment'
      ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__KActor:MyLightEnvironment'
   End Object
   LightEnvironment=MyLightEnvironment
   Components(0)=MyLightEnvironment
   Components(1)=StaticMeshComponent0
   CollisionComponent=StaticMeshComponent0
   CollisionType=COLLIDE_BlockAll
   Name="Default__GameBreakableActor"
   ObjectArchetype=KActor'Engine.Default__KActor'
}

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Creation time: sk 18-3-2018 10:00:36.967 - Created with UnCodeX