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base class for gibs Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.Actor | +-- UTGame.UTGib
UTGib_Human, UTGib_Krall, UTGib_Robot, UTGib_Vehicle
| Constants Summary |
|---|
| Inherited Contants from Core.Object |
|---|
| DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
| 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 |
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| EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
| Structures Summary | ||
|---|---|---|
| StaticMeshDatum TheStaticMesh, TheSkelMesh, ThePhysAsset, DrawScale, bUseSecondaryGibMeshMITV | ||
| Inherited Structures from Engine.Actor |
|---|
| AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo |
| Functions Summary | ||
|---|---|---|
![]() | BecomeViewTarget (PlayerController PC )) | |
![]() | bool | CalcCamera (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )) |
![]() | ChooseGib ())) | |
![]() | DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)) | |
![]() | DoCustomGibEffects () | |
![]() | LeaveADecal (vector HitLoc, vector HitNorm )) | |
![]() | PreBeginPlay ())) | |
![]() | RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex )) | |
![]() | SetGibStaticMesh (StaticMesh NewStaticMesh )) | |
![]() | SetTexturesToBeResident (float TimeToBeResisent )) | |
![]() | Timer ())) | |
![]() | TurnOnCollision ())) | |
| Variables Detail |
|---|
This is the MITV dissolve param for the decal
How long before the Decal should start dissolving
Our LightEnvironment
the component that will be set to the chosen mesh
This is the MITV dissolve param for the GibMesh
list of generic gib meshes from which one will be chosen at random
How long before the GibMesh should start dissolving
sound played when we hit a wall
This is the MIC to use for the gib
This is the template/parent to use for the decal which will be spawned
This is the template/parent to use for the GibMesh which will be spawned
This is the template/parent to use for the GibMesh which will be spawned. Some of our gibs types have two different materials/packages used so we need to mark which ones need to use the secondary MITV template
This is the MI to use for the decal that this gib may spawn
Used when is acting as viewtarget
PSC for the GibEffect (e.g. for the link gun we play a little lightning)
The ParticleSystem or the Custom Gib Effect (if any)
| Structures Detail |
|---|
var bool bUseSecondaryGibMeshMITV;};
var float DrawScale;
var PhysicsAsset ThePhysAsset;
var SkeletalMesh TheSkelMesh;
var StaticMesh TheStaticMesh;
bUseSecondaryGibMeshMITV:Some of our gibs types have two different materials/packages used so we need to mark which ones need to use the secondary MITV templateDrawScale:Different gibs can all have different scales based on where the asset came fro
| Functions Detail |
|---|
BecomeViewTarget Source code
CalcCamera Source codeCalculate camera view point, when viewing this actor.
@param fDeltaTime delta time seconds since last update
@param out_CamLoc Camera Location
@param out_CamRot Camera Rotation
@param out_FOV Field of View
@return true if Actor should provide the camera point of view.
ChooseGib Source codeThis will choose between the two types of gib meshes that we can have.
DisplayDebug Source code
@param HUD - HUD with canvas to draw on
@input out_YL - Height of the current font
@input out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
DoCustomGibEffects Source codeThis will do any custom gib effects for this gib. (e.g. robots have a sparkie that plays!)
LeaveADecal Source codeData provided by the derived classes to do their specific form of decal leaving (e.g. blood for bodies, green goop for aliens, etc.)
PreBeginPlay Source code
RigidBodyCollision Source code
SetGibStaticMesh Source codeThis will set the StaticMeshComponent's StaticMesh. Useful for spawning a UTGib and then setting the value (e.g. the vehicle gibs)
SetTexturesToBeResident Source codeThis will force the gib material to stay streamed in and not be affected by distance based streaming which often seems to be causing pops. @paran TimeToBeResisent num seconds to be resident
Timer Source code
TurnOnCollision Source code| Defaultproperties |
|---|
defaultproperties
{
Begin Object Class=DynamicLightEnvironmentComponent Name=GibLightEnvironmentComp ObjName=GibLightEnvironmentComp Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent'
AmbientShadowColor=(R=0.300000,G=0.300000,B=0.300000,A=1.000000)
AmbientGlow=(R=0.500000,G=0.500000,B=0.500000,A=1.000000)
bCastShadows=False
Name="GibLightEnvironmentComp"
ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent'
End Object
GibLightEnvironment=GibLightEnvironmentComp
DecalDissolveParamName="DissolveAmount"
DecalWaitTimeBeforeDissolve=20.000000
GibMeshDissolveParamName="BurnTime"
GibMeshWaitTimeBeforeDissolve=8.000000
Components(0)=GibLightEnvironmentComp
Physics=PHYS_RigidBody
TickGroup=TG_PostAsyncWork
bDestroyedByInterpActor=True
bGameRelevant=True
bCollideActors=True
bProjTarget=True
bNoEncroachCheck=True
LifeSpan=10.000000
CollisionType=COLLIDE_CustomDefault
Name="Default__UTGib"
ObjectArchetype=Actor'Engine.Default__Actor'
}
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