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UTGame.UTSimpleDestroyable

Extends
DynamicSMActor
Modifiers
abstract hidecategories ( Collision )

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.DynamicSMActor
      |   
      +-- UTGame.UTSimpleDestroyable

Direct Known Subclasses:

UTSD_FireHydrant

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
boolbDestroyed
StaticMeshRespawnStaticMesh
floatTimeToRespawn
UTSimpleDestroyable
boolbDestroyOnDamage
boolbDestroyOnPlayerTouch
boolbDestroyOnVehicleTouch
StaticMeshMeshOnDestroy
ParticleSystemParticlesOnDestroy
floatRespawnTime
SoundCueSoundOnDestroy
StaticMeshSpawnPhysMesh
vectorSpawnPhysMeshAngularVel
floatSpawnPhysMeshLifeSpan
vectorSpawnPhysMeshLinearVel
Inherited Variables from Engine.DynamicSMActor
bPawnCanBaseOn, bSafeBaseIfAsleep, LightEnvironment, ReplicatedMaterial, ReplicatedMesh, ReplicatedMeshRotation, ReplicatedMeshScale3D, ReplicatedMeshTranslation, StaticMeshComponent
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
event CheckRespawn ()))
function GoBoom ()))
function PostBeginPlay ()))
function RespawnDestructible ()))
function TakeDamage (int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
function Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal))
Inherited Functions from Engine.DynamicSMActor
Attach, CanBasePawn, Detach, OnSetMaterial, OnSetStaticMesh, PostBeginPlay, ReplicatedEvent, SetStaticMesh
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
IgnoreItAll Source code
state IgnoreItAll
/** State used to stop anything from happening on dedicated server. */


Variables Detail

bDestroyed Source code

var bool bDestroyed;
Whether we are currently in the destroyed state.

RespawnStaticMesh Source code

var StaticMesh RespawnStaticMesh;
Used to remember what mesh to set us back to when respawned.

TimeToRespawn Source code

var float TimeToRespawn;
Time before we are going to respawn.

UTSimpleDestroyable

bDestroyOnDamage Source code

var(UTSimpleDestroyable) bool bDestroyOnDamage;
Should go boom when shot.

bDestroyOnPlayerTouch Source code

var(UTSimpleDestroyable) bool bDestroyOnPlayerTouch;
Should go boom when a player walks over it.

bDestroyOnVehicleTouch Source code

var(UTSimpleDestroyable) bool bDestroyOnVehicleTouch;
Should go boom when a vehicle drives over it.

MeshOnDestroy Source code

var(UTSimpleDestroyable) StaticMesh MeshOnDestroy;
Mesh to switch to when destroyed.

ParticlesOnDestroy Source code

var(UTSimpleDestroyable) ParticleSystem ParticlesOnDestroy;
Particles to play when destroyed.

RespawnTime Source code

var(UTSimpleDestroyable) float RespawnTime;
Time between being destroyed and respawning.

SoundOnDestroy Source code

var(UTSimpleDestroyable) SoundCue SoundOnDestroy;
Sound to play when destroyed.

SpawnPhysMesh Source code

var(UTSimpleDestroyable) StaticMesh SpawnPhysMesh;
Static mesh to spawn as physics object when destroyed.

SpawnPhysMeshAngularVel Source code

var(UTSimpleDestroyable) vector SpawnPhysMeshAngularVel;
initial angular velocity for spawned physics object.

SpawnPhysMeshLifeSpan Source code

var(UTSimpleDestroyable) float SpawnPhysMeshLifeSpan;
How long the spawned physics object should last.

SpawnPhysMeshLinearVel Source code

var(UTSimpleDestroyable) vector SpawnPhysMeshLinearVel;
Initial linear velocity for spawned physics object.


Functions Detail

CheckRespawn Source code

simulated event CheckRespawn ( ) )
Used to countdown to respawn.

GoBoom Source code

simulated function GoBoom ( ) )
Do actual explosion.

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )
Used to shut down actor on the server to reduce overhead.

RespawnDestructible Source code

simulated function RespawnDestructible ( ) )
Put destructible back into pre-destroyed state.

TakeDamage Source code

simulated function TakeDamage ( int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )
Called when shot.

Touch Source code

simulated function Touch ( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal) )
Called when overlapped by car/player


Defaultproperties

defaultproperties
{
   bDestroyOnDamage=True
   bDestroyOnPlayerTouch=True
   bDestroyOnVehicleTouch=True
   SpawnPhysMeshLifeSpan=5.000000
   RespawnTime=30.000000
   Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 ObjName=StaticMeshComponent0 Archetype=StaticMeshComponent'Engine.Default__DynamicSMActor:StaticMeshComponent0'
      LightEnvironment=DynamicLightEnvironmentComponent'UTGame.Default__UTSimpleDestroyable:MyLightEnvironment'
      bUseAsOccluder=False
      CastShadow=False
      BlockActors=False
      ObjectArchetype=StaticMeshComponent'Engine.Default__DynamicSMActor:StaticMeshComponent0'
   End Object
   StaticMeshComponent=StaticMeshComponent0
   Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicSMActor:MyLightEnvironment'
      bDynamic=False
      bEnabled=True
      ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicSMActor:MyLightEnvironment'
   End Object
   LightEnvironment=MyLightEnvironment
   Components(0)=MyLightEnvironment
   Components(1)=StaticMeshComponent0
   bNoDelete=True
   bCollideActors=True
   bProjTarget=True
   bPathColliding=False
   CollisionComponent=StaticMeshComponent0
   CollisionType=COLLIDE_CustomDefault
   Name="Default__UTSimpleDestroyable"
   ObjectArchetype=DynamicSMActor'Engine.Default__DynamicSMActor'
}

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Creation time: sk 18-3-2018 10:00:56.885 - Created with UnCodeX