Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UTGame.UTGib

Extends
Actor
Modifiers
config ( Game ) notplaceable abstract

base class for gibs Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- UTGame.UTGib

Direct Known Subclasses:

UTGib_Human, UTGib_Krall, UTGib_Robot, UTGib_Vehicle

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
boolbStopMovingCamera
nameDecalDissolveParamName
floatDecalWaitTimeBeforeDissolve
DynamicLightEnvironmentComponentGibLightEnvironment
MeshComponentGibMeshComp
nameGibMeshDissolveParamName
array<StaticMeshDatum>GibMeshesData
floatGibMeshWaitTimeBeforeDissolve
SoundCueHitSound
MaterialInstanceConstantMIC_Gib
MaterialInstanceTimeVaryingMITV_DecalTemplate
MaterialInstanceTimeVaryingMITV_GibMeshTemplate
MaterialInstanceTimeVaryingMITV_GibMeshTemplateSecondary
MaterialInstanceMI_Decal
vectorOldCamLoc
rotatorOldCamRot
ParticleSystemComponentPSC_GibEffect
ParticleSystemPS_CustomEffect
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
StaticMeshDatum
TheStaticMesh, TheSkelMesh, ThePhysAsset, DrawScale, bUseSecondaryGibMeshMITV
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
event BecomeViewTarget (PlayerController PC ))
functionbool CalcCamera (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ))
function ChooseGib ()))
function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos))
function DoCustomGibEffects ()
function LeaveADecal (vector HitLoc, vector HitNorm ))
event PreBeginPlay ()))
event RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex ))
function SetGibStaticMesh (StaticMesh NewStaticMesh ))
function SetTexturesToBeResident (float TimeToBeResisent ))
function Timer ()))
function TurnOnCollision ()))
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

bStopMovingCamera Source code

var bool bStopMovingCamera;

DecalDissolveParamName Source code

var name DecalDissolveParamName;
This is the MITV dissolve param for the decal

DecalWaitTimeBeforeDissolve Source code

var float DecalWaitTimeBeforeDissolve;
How long before the Decal should start dissolving

GibLightEnvironment Source code

var DynamicLightEnvironmentComponent GibLightEnvironment;
Our LightEnvironment

GibMeshComp Source code

var MeshComponent GibMeshComp;
the component that will be set to the chosen mesh

GibMeshDissolveParamName Source code

var protected name GibMeshDissolveParamName;
This is the MITV dissolve param for the GibMesh

GibMeshesData Source code

var array<StaticMeshDatum> GibMeshesData;
list of generic gib meshes from which one will be chosen at random

GibMeshWaitTimeBeforeDissolve Source code

var protected float GibMeshWaitTimeBeforeDissolve;
How long before the GibMesh should start dissolving

HitSound Source code

var SoundCue HitSound;
sound played when we hit a wall

MIC_Gib Source code

var MaterialInstanceConstant MIC_Gib;
This is the MIC to use for the gib

MITV_DecalTemplate Source code

var protected MaterialInstanceTimeVarying MITV_DecalTemplate;
This is the template/parent to use for the decal which will be spawned

MITV_GibMeshTemplate Source code

var protected MaterialInstanceTimeVarying MITV_GibMeshTemplate;
This is the template/parent to use for the GibMesh which will be spawned

MITV_GibMeshTemplateSecondary Source code

var protected MaterialInstanceTimeVarying MITV_GibMeshTemplateSecondary;
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

MI_Decal Source code

var MaterialInstance MI_Decal;
This is the MI to use for the decal that this gib may spawn

OldCamLoc Source code

var vector OldCamLoc;
Used when is acting as viewtarget

OldCamRot Source code

var rotator OldCamRot;

PSC_GibEffect Source code

var ParticleSystemComponent PSC_GibEffect;
PSC for the GibEffect (e.g. for the link gun we play a little lightning)

PS_CustomEffect Source code

var ParticleSystem PS_CustomEffect;
The ParticleSystem or the Custom Gib Effect (if any)


Structures Detail

StaticMeshDatum Source code

struct StaticMeshDatum
{
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 template
DrawScale:
Different gibs can all have different scales based on where the asset came fro


Functions Detail

BecomeViewTarget Source code

event BecomeViewTarget ( PlayerController PC ) )

CalcCamera Source code

simulated function bool CalcCamera ( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ) )
Calculate 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 code

simulated function ChooseGib ( ) )
This will choose between the two types of gib meshes that we can have.

DisplayDebug Source code

simulated function DisplayDebug ( HUD HUD, out float out_YL, out float out_YPos) )

@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 code

simulated function DoCustomGibEffects ( )
This will do any custom gib effects for this gib. (e.g. robots have a sparkie that plays!)

LeaveADecal Source code

simulated function LeaveADecal ( vector HitLoc, vector HitNorm ) )
Data 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

simulated event PreBeginPlay ( ) )

RigidBodyCollision Source code

simulated event RigidBodyCollision ( PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex ) )

SetGibStaticMesh Source code

simulated function SetGibStaticMesh ( StaticMesh NewStaticMesh ) )
This will set the StaticMeshComponent's StaticMesh. Useful for spawning a UTGib and then setting the value (e.g. the vehicle gibs)

SetTexturesToBeResident Source code

simulated function SetTexturesToBeResident ( float TimeToBeResisent ) )
This 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

function Timer ( ) )

TurnOnCollision Source code

simulated function TurnOnCollision ( ) )


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'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: sk 18-3-2018 10:00:52.370 - Created with UnCodeX