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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 | |
| StaticMesh | BreakMesh |
| SoundCue | BreakSound |
| float | DamageThreshold |
| array<class<DamageType>> | DamageTypes |
| array<BreakableParticleSystem> | ParticleEmitters |
| EPhysics | Physics |
| Structures Summary | ||
|---|---|---|
| BreakableStep Emitter, Offset | ||
| Functions Summary | ||
|---|---|---|
![]() | BreakLastApart (Controller EventInstigator)) | |
![]() | BreakStepApart (int BrokenStep)) | |
![]() | Destroyed ())) | |
![]() | vector | GetOffsetToWorld (vector Offset) |
![]() | HideAndDestroy ())) | |
![]() | bool | IsValidDamageType (class<DamageType> inDamageType)) |
![]() | SetParticlesLighting (Emitter Emit) | |
![]() | TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)) | |
![]() | TakeLastDamage (int Damage, Controller EventInstigator, bool bIsBroken, int BrokenStep)) | |
![]() | 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 |
|---|
KActor template to use when this object breaks
Sound to play.
Total amount of damage to take before activating the event
Types of damage that are counted
Emitter system to use when this object breaks
The physics mode to switch to.
| Structures Detail |
|---|
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
BreakStepApart Source code
Destroyed Source code
GetOffsetToWorld Source code¨Particles lighting
HideAndDestroy Source code
IsValidDamageType Source codeSearches DamageTypes[] for the specified damage type.
SetParticlesLighting Source code
TakeDamage Source code
TakeLastDamage Source code
TakeStepDamage Source code| 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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