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UTGame.UTProjectile

Extends
Projectile
Modifiers
abstract native nativereplication

UTProjectile This is our base projectile class. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

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

Direct Known Subclasses:

UTDecoy, UTProj_AvrilRocketBase, UTProj_BioShot, UTProj_CicadaRocket, UTProj_DarkWalkerBolt, UTProj_FlakShard, UTProj_FlakShell, UTProj_FuryBolt, UTProj_Grenade, UTProj_LeviathanBolt, UTProj_LinkPlasma, UTProj_MantaBolt, UTProj_PaladinEnergyBolt, UTProj_RaptorBolt, UTProj_RedeemerBase, UTProj_Rocket, UTProj_ScavengerBoltBase, UTProj_ScorpionGlob_Base, UTProj_ShockBall, UTProj_SpiderMineBase, UTProj_SPMACamera, UTProj_SPMAShell, UTProj_SPMAShellChild, UTProj_StingerShard, UTProj_TankShell, UTProj_TransDisc, UTProj_ViperBolt

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

Variables Summary
floatAccelRate
SoundCueAmbientSound
boolbAdvanceExplosionEffect
boolbAttachExplosionToPawns
boolbAttachExplosionToVehicles
boolbCheckProjectileLight
boolbImportantAmbientSound
boolbShuttingDown
boolbSuppressExplosionFX
boolbSuppressSounds
floatBuoyancy
boolbWaitForEffects
boolbWideCheck
floatCheckRadius
floatCustomGravityScaling
nameDecalDissolveParamName
floatDecalHeight
floatDecalWidth
floatDurationOfDecal
MaterialInterfaceExplosionDecal
class<UTExplosionLight>ExplosionLightClass
SoundCueExplosionSound
VehicleInstigatorBaseVehicle
floatMaxEffectDistance
floatMaxExplosionLightDistance
PointLightComponentProjectileLight
class<PointLightComponent>ProjectileLightClass
ParticleSystemComponentProjEffects
ParticleSystemProjExplosionTemplate
ParticleSystemProjFlightTemplate
floatTerminalVelocity
floatTossZ
Inherited Variables from Engine.Projectile
bBegunPlay, bBlockedByInstigator, bInitRotationFromVelocity, bNotBlockedByShield, bRotationFollowsVelocity, bSwitchToZeroCollision, CylinderComponent, Damage, DamageRadius, ImpactedActor, ImpactSound, InstigatorController, MaxSpeed, MomentumTransfer, MyDamageType, NetCullDistanceSquared, SpawnSound, Speed, ZeroCollider, ZeroColliderComponent
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

Enumerations Summary
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Functions Summary
functionbool CalcCamera (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ))
functionfloat CalculateTravelTime (float Dist, float MoveSpeed, float MaxMoveSpeed, float AccelMag))
functionbool CanSplash ()))
functionbool CheckMaxEffectDistance (PlayerController P, vector SpawnLocation, optional float CullDistance))
event CreateProjectileLight ()))
function Destroyed ()))
functionbool EffectIsRelevant (vector SpawnLocation, bool bForceDedicated, optional float CullDistance))
function Explode (vector HitLocation, vector HitNormal))
eventActor GetHomingTarget (UTProjectile Seeker, Controller InstigatedBy))
functionPawn GetPawnOwner ()
functionfloat GetRange ()))
functionfloat GetTerminalVelocity ()
functionfloat GetTimeToLocation (vector TargetLoc))
function HideProjectile ()))
function Init (vector Direction))
event Landed (vector HitNormal, actor FloorActor ))
function MyOnParticleSystemFinished (ParticleSystemComponent PSC))
function PostBeginPlay ()))
event PreBeginPlay ()))
function ProcessTouch (Actor Other, Vector HitLocation, Vector HitNormal))
functionbool ProjectileHurtRadius (float DamageAmount, float InDamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, vector HitNormal, optional class ImpactedActorDamageType ))
function SetExplosionEffectParameters (ParticleSystemComponent ProjExplosion)
event SetInitialState ()))
functionbool ShouldSpawnExplosionLight (vector HitLocation, vector HitNormal))
function Shutdown ()))
function SpawnExplosionEffects (vector HitLocation, vector HitNormal))
function SpawnFlightEffects ()))
functionfloat StaticGetTimeToLocation (vector TargetLoc, vector StartLoc, Controller RequestedBy))
function Tick (float DeltaTime))
WaitingForVelocity
event TornOff ()))
Inherited Functions from Engine.Projectile
CanSplash, EncroachedBy, EncroachingOn, Explode, FellOutOfWorld, GetRange, GetTeamNum, GetTimeToLocation, HitWall, HurtRadius, Init, IsStationary, PostBeginPlay, PreBeginPlay, ProcessTouch, RandSpin, Reset, StaticGetTimeToLocation, Touch
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

States Summary
WaitingForVelocity Source code
state WaitingForVelocity
/** state used only on the client for projectiles with AccelRate > 0 to wait for Velocity to be replicated so we can use it to set Acceleration * the alternative would be to make Velocity repnotify in Actor.uc, but since many Actors (such as Pawns) change their * velocity very frequently, that would have a greater performance hit */
Tick


Variables Detail

AccelRate Source code

var float AccelRate;
Acceleration magnitude. By default, acceleration is in the same direction as velocity

AmbientSound Source code

var SoundCue AmbientSound;

bAdvanceExplosionEffect Source code

var bool bAdvanceExplosionEffect;
If true, this explosion effect expects to be orientated differently and have extra data

bAttachExplosionToPawns Source code

var bool bAttachExplosionToPawns;
If true, attach explosion effect to pawns

bAttachExplosionToVehicles Source code

var bool bAttachExplosionToVehicles;
If true, attach explosion effect to vehicles

bCheckProjectileLight Source code

var bool bCheckProjectileLight;
Make true if want to spawn ProjectileLight. Set false in TickSpecial() once it's been determined whether Instigator is local player. Done there to make sure instigator has been replicated

bImportantAmbientSound Source code

var bool bImportantAmbientSound;
If true, never cut out ambient sound for perf reasons

bShuttingDown Source code

var bool bShuttingDown;
if true, the shutdown function has been called and 'new' effects shouldn't happen

bSuppressExplosionFX Source code

var bool bSuppressExplosionFX;
used to prevent effects when projectiles are destroyed (see LimitationVolume)

bSuppressSounds Source code

var bool bSuppressSounds;
Additional Sounds

Buoyancy Source code

var float Buoyancy;
Water buoyancy. A ratio (1.0 = neutral buoyancy, 0.0 = no buoyancy)

bWaitForEffects Source code

var bool bWaitForEffects;
if True, this projectile will remain alive (but hidden) until the flight effect is done

bWideCheck Source code

var bool bWideCheck;
for console games (wider collision w/ enemy players)

CheckRadius Source code

var float CheckRadius;

CustomGravityScaling Source code

var float CustomGravityScaling;
custom gravity multiplier

DecalDissolveParamName Source code

var name DecalDissolveParamName;
MaterialInstance param name for dissolving the decal

DecalHeight Source code

var float DecalHeight;

DecalWidth Source code

var float DecalWidth;

DurationOfDecal Source code

var float DurationOfDecal;
How long the decal should last before fading out

ExplosionDecal Source code

var MaterialInterface ExplosionDecal;
decal for explosion

ExplosionLightClass Source code

var class<UTExplosionLight> ExplosionLightClass;
Class of ExplosionLight

ExplosionSound Source code

var SoundCue ExplosionSound;

InstigatorBaseVehicle Source code

var Vehicle InstigatorBaseVehicle;
if this projectile is fired by a vehicle passenger gun, this is the base vehicle considered the same as Instigator for purposes of bBlockedByInstigator

MaxEffectDistance Source code

var float MaxEffectDistance;
This value sets the cap how far away the explosion effect of this projectile can be seen

MaxExplosionLightDistance Source code

var float MaxExplosionLightDistance;
Max distance to create ExplosionLight

ProjectileLight Source code

var PointLightComponent ProjectileLight;
LightComponent for this projectile (spawned only if projectile fired by the local player)

ProjectileLightClass Source code

var class<PointLightComponent> ProjectileLightClass;
Class of ProjectileLight

ProjEffects Source code

var ParticleSystemComponent ProjEffects;
This is the effect that is played while in flight

ProjExplosionTemplate Source code

var ParticleSystem ProjExplosionTemplate;

ProjFlightTemplate Source code

var ParticleSystem ProjFlightTemplate;
Effects Template

TerminalVelocity Source code

var float TerminalVelocity;
TerminalVelocity for this projectile when falling

TossZ Source code

var float TossZ;


Functions Detail

CalcCamera Source code

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

CalculateTravelTime Source code

static final function float CalculateTravelTime ( float Dist, float MoveSpeed, float MaxMoveSpeed, float AccelMag) )
calculate travel time for something to move Dist units with the given movement parameters
@param Dist - distance to travel
@param MoveSpeed - starting speed
@param MaxMoveSpeed - maximum speed (acceleration stops being applied when we reach this)
@param AccelMag - rate of acceleration
@return travel time

CanSplash Source code

simulated function bool CanSplash ( ) )

CheckMaxEffectDistance Source code

simulated function bool CheckMaxEffectDistance ( PlayerController P, vector SpawnLocation, optional float CullDistance) )

CreateProjectileLight Source code

simulated event CreateProjectileLight ( ) )
CreateProjectileLight() called from TickSpecial() once if Instigator is local player

Destroyed Source code

simulated function Destroyed ( ) )

EffectIsRelevant Source code

simulated function bool EffectIsRelevant ( vector SpawnLocation, bool bForceDedicated, optional float CullDistance) )

Explode Source code

simulated function Explode ( vector HitLocation, vector HitNormal) )
Explode this Projectile

GetHomingTarget Source code

event Actor GetHomingTarget ( UTProjectile Seeker, Controller InstigatedBy) )

GetPawnOwner Source code

simulated function Pawn GetPawnOwner ( )
called when this Projectile is the ViewTarget of a local player
@return the Pawn to use for rendering HUD displays

GetRange Source code

simulated static function float GetRange ( ) )

GetTerminalVelocity Source code

native function float GetTerminalVelocity ( )
returns terminal velocity (max speed while falling) for this actor. Unless overridden, it returns the TerminalVelocity of the PhysicsVolume in which this actor is located.

GetTimeToLocation Source code

simulated function float GetTimeToLocation ( vector TargetLoc) )

HideProjectile Source code

simulated function HideProjectile ( ) )
Hide any meshes/etc.

Init Source code

function Init ( vector Direction) )
Initialize the Projectile

Landed Source code

simulated event Landed ( vector HitNormal, actor FloorActor ) )
Explode when the projectile comes to rest on the floor. It's called from the native physics processing functions. By default, when we hit the floor, we just explode.

MyOnParticleSystemFinished Source code

simulated function MyOnParticleSystemFinished ( ParticleSystemComponent PSC) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )
When this actor begins its life, play any ambient sounds attached to it

PreBeginPlay Source code

event PreBeginPlay ( ) )

ProcessTouch Source code

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

ProjectileHurtRadius Source code

simulated function bool ProjectileHurtRadius ( float DamageAmount, float InDamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, vector HitNormal, optional class<DamageType> ImpactedActorDamageType ) )
Hurt locally authoritative actors within the radius. Projectile version if needed offsets the start of the radius check to prevent hits embedded in walls from failing to cause damage

SetExplosionEffectParameters Source code

simulated function SetExplosionEffectParameters ( ParticleSystemComponent ProjExplosion )
sets any additional particle parameters on the explosion effect required by subclasses

SetInitialState Source code

simulated event SetInitialState ( ) )

ShouldSpawnExplosionLight Source code

simulated function bool ShouldSpawnExplosionLight ( vector HitLocation, vector HitNormal) )
ShouldSpawnExplosionLight() Decide whether or not to create an explosion light for this explosion

Shutdown Source code

simulated function Shutdown ( ) )
Clean up

SpawnExplosionEffects Source code

simulated function SpawnExplosionEffects ( vector HitLocation, vector HitNormal) )
Spawn Explosion Effects

SpawnFlightEffects Source code

simulated function SpawnFlightEffects ( ) )
Spawns any effects needed for the flight of this projectile

StaticGetTimeToLocation Source code

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

Tick WaitingForVelocity Source code

simulated function Tick ( float DeltaTime) )

TornOff Source code

event TornOff ( ) )


Defaultproperties

defaultproperties
{
   bAttachExplosionToVehicles=True
   bAttachExplosionToPawns=True
   DurationOfDecal=4.000000
   DecalDissolveParamName="DissolveAmount"
   MaxEffectDistance=10000.000000
   MaxExplosionLightDistance=4000.000000
   TerminalVelocity=3500.000000
   CustomGravityScaling=1.000000
   bSwitchToZeroCollision=True
   bBlockedByInstigator=False
   bInitRotationFromVelocity=True
   DamageRadius=0.000000
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__Projectile:CollisionCylinder'
      ObjectArchetype=CylinderComponent'Engine.Default__Projectile:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   bNeverReplicateRotation=True
   bCollideComplex=True
   CollisionComponent=CollisionCylinder
   Name="Default__UTProjectile"
   ObjectArchetype=Projectile'Engine.Default__Projectile'
}

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Creation time: sk 18-3-2018 10:00:55.005 - Created with UnCodeX