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UTGame.UTVehicle_Deployable

Extends
UTVehicle
Modifiers
abstract native ( Vehicle )

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

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- Engine.SVehicle
            |   
            +-- UTGame.UTVehicleBase
               |   
               +-- UTGame.UTVehicle
                  |   
                  +-- UTGame.UTVehicle_Deployable

Direct Known Subclasses:

UTStealthVehicle, UTVehicle_Leviathan, UTVehicle_SPMA

Constants Summary
Inherited Contants from UTGame.UTVehicle
UTVEHICLE_UNSET_TEAM

Variables Summary
AnimNodeSequenceAnimPlay
boolbDrawCanDeployTooltip
boolbNotGoodArtilleryPosition
nameDeployAnim[2]
SoundCueDeployedEnterSound
SoundCueDeployedExitSound
EDeployStateDeployedState
floatDeployIconOffset
SoundCueDeploySound
AudioComponentDeploySoundComp
floatDeployTime
nameGetInAnim[2]
nameGetOutAnim[2]
nameIdleAnim[2]
floatLastDeployStartTime
floatTimeSinceLastDeployCheck
UIRoot.TextureCoordinatesToolTipIconCoords
SoundCueUndeploySound
floatUnDeployTime
Deploy
boolbAllowAbortDeploy
boolbRequireAllWheelsOnGround
floatMaxDeploySpeed
Inherited Variables from UTGame.UTVehicle
AccruedFireDamage, AccumulatedWaterDamage, AIPurpose, bAcceptTurretJump, bAllowedExit, bAllowTowFromAllDirections, bCameraNeverHidesVehicle, bCanCarryFlag, bDeadVehicle, bDisplayHealthBar, bDrawHealthOnHUD, bDriverCastsShadow, bDriverHoldsFlag, bDropDetailWhenDriving, bEjectKilledBodies, bEjectPassengersWhenFlipped, bEnteringUnlocks, bFindGroundExit, bFixedCamZ, bFrontalCollision, bFrontalCollisionWithFixed, bHasBeenDriven, bHasCustomEntryRadius, bHasEnemyVehicleSound, bHasTowCable, bHasTurretExplosion, bHasWeaponBar, bHomingTarget, BigExplosionSocket, BigExplosionTemplates, bInitializedVehicleEffects, bIsBurning, bIsConsoleTurning, bIsDisabled, bIsInDestroyablePenetration, bIsNecrisVehicle, bIsOnTrack, bIsScraping, bIsTowingHoverboard, bKeyVehicle, bLightArmor, bLimitCameraZLookingUp, bLookSteerOnNormalControls, bLookSteerOnSimpleControls, bMustBeUpright, bNeverReset, bNoFollowJumpZ, bNoZDamping, bNoZDampingInAir, bNoZSmoothing, BoostPadSound, bOverrideAVRiLLocks, bPlayingSpawnEffect, bPostRenderOtherTeam, bPostRenderTraceSucceeded, bRagdollDriverOnDarkwalkerHorn, bReducedFallingCollisionDamage, bRequestedEntryWithFlag, bRotateCameraUnderVehicle, bShouldAutoCenterViewPitch, bShouldLeaveForCombat, bShowDamageDebug, bShowLocked, bSpectatedView, bStealthVehicle, bStickDeflectionThrottle, bStopDeathCamera, bTakeWaterDamageWhileDriving, bTeamLocked, BurnOutMaterialInstances, BurnOutMaterial[2], BurnOutTime, BurnTimeParameterName, bUseAlternatePaths, bUsingLookSteer, bValidLinkTarget, CameraLag, CameraOffset, CameraSmoothingFactor, ChargeBarCoords, ChargeBarEndCapCoords, ChargeBarHeight, ChargeBarPosX, ChargeBarPosY, ChargeBarWidth, ClientHealth, CollisionDamageMult, ConsoleSteerScale, CurrentTireMaterial, DamageMaterialInstance[2], DamageMorphTargets, DamageParamScaleLevels, DamageSkelControls, DamageSmokeThreshold, DeadVehicleLifeSpan, DeathExplosion, DeathExplosionShake, DefaultFOV, DefaultPhysicalMaterial, DeflectionReverseThresh, DelayedBurnoutCount, DestroyedTurret, DestroyedTurretTemplate, DestroyOnPenetrationDuration, DestroyOnPenetrationThreshold, DisabledEffectComponent, DisabledTemplate, DisabledTime, DistanceTurretExplosionTemplates, DriverStatusChangedWaveform, DrivingAnim, DrivingPhysicalMaterial, DropFlagIconCoords, DropOrbIconCoords, EnemyVehicleSound, EnterToolTipIconCoords, ExplosionDamage, ExplosionDamageType, ExplosionInAirAngVel, ExplosionLightClass, ExplosionMomentum, ExplosionRadius, ExplosionSound, ExplosionTemplate, ExtraReachDownThreshold, FireDamagePerSec, FireDamageThreshold, FlagBone, FlagOffset, FlagRotation, FlippedCount, FlipToolTipIconCoords, GreedCoinBonus, HealthPulseTime, HeroBonus, HornAIRadius, HornIndex, HornSounds, HoverBoardAttachSockets, HoverBoardSocketInUse, HUDExtent, HUDLocation, IconCoords, ImpactHitSound, InitialSpawnDelay, InnerExplosionShakeRadius, KillerController, LargeChunkImpactSound, LastCheckUpsideDownTime, LastCollisionDamageTime, LastDeathImpactTime, LastEnemyWarningTime, LastHealth, LastHornTime, LastJumpOutCheck, LastPostRenderTraceTime, LastRunOverWarningTime, LastTakeHitInfo, LastTakeHitTimeout, LeftStickDirDeadZone, LightEnvironment, LinkedEndSound, LinkedToAudio, LinkedToCount, LinkedToCue, LinkHealMult, LockedOnSound, LookForwardDist, LookSteerDamping, LookSteerDeadZone, LookSteerSensitivity, MapSize, MaxDesireability, MaxExplosionLightDistance, MaxFireEffectDistance, MaxImpactEffectDistance, MaxWheelEffectDistSq, MediumChunkImpactSound, MinCameraDistSq, MinRunOverSpeed, MinRunOverWarningAim, NeedToPickUpAnnouncement, NextVehicle, NoPassengerObjective, ObjectiveGetOutDist, OccupiedUpsideDownDamagePerSec, OldCameraPosition, OldCamPosZ, OldPositions, OriginalMaterials, OuterExplosionShakeRadius, ParentFactory, PassengerPRI, PassengerTeamBeaconOffset, PlayerStartTime, RanOverDamageType, RanOverSound, ReferenceMovementMesh, RemainingBurn, Reservation, ResetTime, RespawnTime, ScrapeSound, SeatCameraScale, SeatMask, Seats, SecondaryExplosion, ShowLockedMaxDist, SmallChunkImpactSound, SpawnInSound, SpawnInTemplates, SpawnInTime, SpawnMaterialLists, SpawnMaterialParameterCurve, SpawnMaterialParameterName, SpawnOutSound, SpawnRadius, StolenAnnouncementIndex, StolenSound, Team, TeamBeaconMaxDist, TeamBeaconOffset, TeamBeaconPlayerInfoMaxDist, TeamMaterials, TimeInDestroyablePenetration, TimeLastDisabled, TimeTilSecondaryVehicleExplosion, TireAudioComp, TireSoundList, Trackers, TurretExplosiveForce, TurretOffset, TurretScaleControlName, TurretSocketName, UpsideDownDamagePerSec, VehicleAnims, VehicleDestroyedSound, VehicleDrowningDamType, VehicleEffects, VehicleIndex, VehicleLockedSound, VehicleLostTime, VehicleNameString, VehiclePieceClass, VehiclePositionString, VehicleSounds, WaterDamage, WaterEffectType, WeaponRotation, WheelParticleEffects
Inherited Variables from UTGame.UTVehicleBase
bHasBarGraph, bShouldEject, HudCoords, HudIcons

Enumerations Summary
EDeployState
EDS_Undeployed, EDS_Deploying, EDS_AbortDeploying, EDS_Deployed, EDS_UnDeploying,
Inherited Enumerations from UTGame.UTVehicle
EAIVehiclePurpose

Structures Summary
Inherited Structures from UTGame.UTVehicle
BurnOutDatum, DamageParamScales, FDamageMorphTargets, MaterialList, TimePosition, VehicleAnim, VehicleEffect, VehicleSeat, VehicleSound, WeaponEffectInfo

Functions Summary
function AttachDriver (Pawn P ))
function BackToUndeployed ()))
Deploying
function BeginState (name PreviousStateName))
Deployed
function BeginState (name PreviousStateName))
Deploying
function BeginState (name PreviousStateName))
UnDeploying
eventbool CanDeploy (optional bool bShowMessage = true))
functionbool CanDeployedAttack (Actor Other))
function ChangeDeployState (EDeployState NewState))
function CheckStability ()))
Deployed
functionbool DeployActivated ()))
function DeployedStateChanged ()))
function DetachDriver (Pawn P ))
function DisplayHud (UTHud Hud, Canvas Canvas, vector2D HudPOS, optional int SeatIndex))
functionbool DoJump (bool bUpdating))
function DrivingStatusChanged ()))
Deployed
function EndState (name NextStateName))
Deployed
functionbool GoodDefensivePosition ()))
functionbool IsDeployed ()))
function OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime))
function PlayAnim (name AnimName, optional float AnimDuration = 0.0f))
function PostBeginPlay ()))
event ReplicatedEvent (name VarName))
function ServerToggleDeploy ()))
function ServerToggleDeploy ()))
Deployed
function ServerToggleDeploy ()))
Deploying
function ServerToggleDeploy ()
UnDeploying
function SetVehicleDeployed ()))
function SetVehicleUndeployed ()))
function SetVehicleUndeploying ()
functionbool ShouldClamp ()))
functionbool ShouldDeployToAttack ()))
functionbool ShouldUndeploy (UTBot B))
function StartEngineSound ()))
function StopAnim ()))
function VehicleIsDeployed ()))
Deploying
function VehiclePlayEnterSound ()))
function VehiclePlayExitSound ()))
function VehicleUnDeployIsFinished ()))
UnDeploying
Inherited Functions from UTGame.UTVehicle
AdjustCameraScale, AllowLinkThroughOwnedActor, AnySeatAvailable, ApplyMorphDamage, ApplyMorphHeal, ApplyRandomMorphDamage, ApplyWeaponEffects, AttachDriver, AttachFlag, BaseChange, BeginState, BlowupVehicle, BotDesireability, CalcCamera, CanAttack, CanDeployedAttack, CanEnterVehicle, CauseMuzzleFlashLight, ChangedReservation, ChangeSeat, ChargeAttackObjective, CheckDamageSmoke, CheckGameClass, CheckReset, CheckTurretPitchLimit, ClearFlashCount, ClearFlashLocation, ContinueOnFoot, CreateDamageMaterialInstance, CreateVehicleEffect, CriticalChargeAttack, DecrementLinkedToCount, Destroyed, DetachDriver, DetachTowCable, Died, DisableCollision, DisableDamageSmoke, DisableVehicle, DisplayExtraHud, DisplayHud, DisplaySeats, DisplayWeaponBar, Dodge, DoVehicleExplosion, DrawBarGraph, DrawKillIcon, DriverEnter, DriverLeave, DriverLeft, DriverRadiusDamage, DrivingStatusChanged, EagleEyeTarget, EditUDmgFX, EjectSeat, EnableVehicle, EntryAnnouncement, ExitRotation, FastVehicle, FellOutOfWorld, FindAutoExit, FindGoodEndView, FindWeaponHitNormal, FixedView, ForceWeaponRotation, GetAlternateLockTarget, GetBarrelIndex, GetBarrelLocationAndRotation, GetCameraFocus, GetCameraStart, GetChargePower, GetClampedViewRotation, GetCollisionDamageInstigator, GetCollisionDamageModifier, GetControllerForSeatIndex, GetDisplayedHealth, GetEffectLocation, GetFirstAvailableSeat, GetHealth, GetHomingTarget, GetHoverBoardAttachPoint, GetHumanReadableName, GetMoveTargetFor, GetPhysicalFireStartLoc, GetSeatColor, GetSeatIndexForController, GetSeatIndexFromPrefix, GetSeatPivotPoint, GetSeatPRI, GetSVehicleDebug, GetTeamNum, GetTowedVehicles, GetTowingVehicle, GetVehicleKillStatName, GetViewRotation, GetWeaponAim, GetWeaponViewAxes, HandleEnteringFlag, HasOccupiedTurret, HasPriority, HealDamage, HoldGameObject, ImportantVehicle, IncomingMissile, IncrementFlashCount, IncrementLinkedToCount, InCustomEntryRadius, InitDamageSkel, InitializeEffects, InitializeMorphs, InitializeSeats, InitializeTurrets, InUseableRange, IsArtillery, IsDeployed, IsDriverSeat, IsGoodTowTruck, IsSeatControllerReplicationViewer, JumpOutCheck, KickOutBot, Landed, LimitCameraZ, LockOnWarning, MorphTargetDestroyed, NativePostRenderFor, NotifyTakeHit, NumPassengers, Occupied, OnAnimEnd, OnDriverPhysicsAssetChanged, OnExitVehicle, OnPropertyChange, OnTouchForcedDirVolume, OpenPositionFor, OverrideBeginFire, OverrideEndFire, PancakeOther, PassengerEnter, PassengerLeave, PerformDeathEffects, PerformSecondaryVehicleExplosion, PlayHit, PlayHorn, PlayNextAnimation, PlaySpawnEffect, PlayTakeHitEffects, PlayVehicleAnimation, PlayVehicleExplosionEffect, PlayVehicleSound, PlayWeaponSwitch, PossessedBy, PostBeginPlay, PostRenderFor, PostRenderPassengerBeacon, PreCacheSeatNames, ProcessViewRotation, RanInto, RBPenetrationDestroy, ReattachMesh, ReceivedHealthChange, RecommendCharge, RenderMapIcon, RenderPassengerBeacons, ReplicatedEvent, ReservationCostMultiplier, RigidBodyCollision, SeatAvailable, SeatFiringMode, SeatFlashCount, SeatFlashLocation, SeatWeaponRotation, SecondaryVehicleExplosion, SelfDestruct, SendLockOnMessage, ServerAdjacentSeat, ServerChangeSeat, ServerSetConsoleTurning, SetBurnOut, SetFiringMode, SetFlashLocation, SetHoverBoardAttachPointInUse, SetHUDLocation, SetInputs, SetKeyVehicle, SetMaxRadius, SetMovementEffect, SetReservation, SetSeatStoragePawn, SetShieldActive, SetTeamNum, SetTexturesToBeResident, SetVehicleEffectParms, ShootMissile, ShouldClamp, ShouldLeaveForCombat, ShouldShowUseable, ShouldSpawnExplosionLight, SitDriver, SpawnGibVehicle, SpawnImpactEmitter, SpokenFor, StartBurnOut, StartLinkedEffect, StopLinkedEffect, StopSpawnEffect, StopsProjectile, StopVehicleSounds, TakeDamage, TakeFireDamage, TakeHeadShot, TakeWaterDamage, TeamChanged, TeamChanged_VehicleEffects, TeamLink, TooCloseToAttack, TornOff, TriggerVehicleEffect, TryAttachingTowCable, TryToDrive, TurnOffShadows, TurretExplosion, UpdateControllerOnPossess, UpdateDamageMaterial, UpdateLookSteerStatus, UpdateShadowSettings, VehicleAdjustFlashCount, VehicleAdjustFlashLocation, VehicleCalcCamera, VehicleEvent, VehicleHudCoordsFixup, VehicleLocked, VehicleWeaponFired, VehicleWeaponFireEffects, VehicleWeaponImpactEffects, VehicleWeaponStoppedFiring, WeaponFired, WeaponRotationChanged, WeaponStoppedFiring
Inherited Functions from UTGame.UTVehicleBase
AdjacentSeat, ApplyWeaponEffects, BotFire, ChooseFireMode, DetachDriver, DisplayHud, DriverEnter, DriverLeft, DrivingStatusChanged, EjectDriver, GetDamageScaling, GetPowerLevel, GetQuickPickCells, GetVehicleDrivingStatName, HandleDeadVehicleDriver, HoldGameObject, NeedToTurn, QuickPick, ServerAdjacentSeat, ServerChangeSeat, StopFiringWeapon, SwitchWeapon, TakeHeadShot

States Summary
Deployed Source code
state Deployed
BeginState, CheckStability, DrivingStatusChanged, EndState, ServerToggleDeploy
Deploying Source code
state Deploying
BackToUndeployed, BeginState, ServerToggleDeploy, VehicleIsDeployed
UnDeploying Source code
simulated state UnDeploying
BeginState, ServerToggleDeploy, VehicleUnDeployIsFinished


Variables Detail

AnimPlay Source code

var AnimNodeSequence AnimPlay;
Helper to allow quick access to playing deploy animations

bDrawCanDeployTooltip Source code

var bool bDrawCanDeployTooltip;
Check on timer to see if we can deploy/draw tool tip

bNotGoodArtilleryPosition Source code

var bool bNotGoodArtilleryPosition;
Set if no acceptable artillery target found

DeployAnim[2] Source code

var name DeployAnim[2];

DeployedEnterSound Source code

var SoundCue DeployedEnterSound;

DeployedExitSound Source code

var SoundCue DeployedExitSound;

DeployedState Source code

var repnotify EDeployState DeployedState;
If true, this SPMA is deployed

DeployIconOffset Source code

var float DeployIconOffset;

DeploySound Source code

var SoundCue DeploySound;
Sounds

DeploySoundComp Source code

var AudioComponent DeploySoundComp;

DeployTime Source code

var float DeployTime;
How long does it take to deploy

GetInAnim[2] Source code

var name GetInAnim[2];
Animations

GetOutAnim[2] Source code

var name GetOutAnim[2];

IdleAnim[2] Source code

var name IdleAnim[2];

LastDeployStartTime Source code

var float LastDeployStartTime;

TimeSinceLastDeployCheck Source code

var float TimeSinceLastDeployCheck;
Time stamp for last deploy check

ToolTipIconCoords Source code

var UIRoot.TextureCoordinates ToolTipIconCoords;
Coordinates for the tooltip textures

UndeploySound Source code

var SoundCue UndeploySound;

UnDeployTime Source code

var float UnDeployTime;
How long does it take to undeploy

Deploy

bAllowAbortDeploy Source code

var(Deploy) bool bAllowAbortDeploy;

bRequireAllWheelsOnGround Source code

var(Deploy) bool bRequireAllWheelsOnGround;

MaxDeploySpeed Source code

var(Deploy) float MaxDeploySpeed;


Enumerations Detail

EDeployState Source code

enum EDeployState
{
EDS_Undeployed, EDS_Deploying, EDS_AbortDeploying, EDS_Deployed, EDS_UnDeploying,
};


Functions Detail

AttachDriver Source code

simulated function AttachDriver ( Pawn P ) )
Play Enter Animations

BackToUndeployed Deploying Source code

simulated function BackToUndeployed ( ) )

BeginState Deployed Source code

function BeginState ( name PreviousStateName) )

BeginState Deploying Source code

simulated function BeginState ( name PreviousStateName) )

BeginState UnDeploying Source code

simulated function BeginState ( name PreviousStateName) )

CanDeploy Source code

event bool CanDeploy ( optional bool bShowMessage = true) )
@Returns true if this vehicle can deploy

CanDeployedAttack Source code

function bool CanDeployedAttack ( Actor Other) )

ChangeDeployState Source code

function ChangeDeployState ( EDeployState NewState) )

CheckStability Deployed Source code

function CheckStability ( ) )
traces down to the ground from the wheels and undeploys the vehicle if wheels are too far off the ground

DeployActivated Source code

simulated function bool DeployActivated ( ) )

DeployedStateChanged Source code

simulated function DeployedStateChanged ( ) )

DetachDriver Source code

simulated function DetachDriver ( Pawn P ) )
Play Exit Animation

DisplayHud Source code

simulated function DisplayHud ( UTHud Hud, Canvas Canvas, vector2D HudPOS, optional int SeatIndex) )

DoJump Source code

function bool DoJump ( bool bUpdating) )
Jump Deploys / Undeploys

DrivingStatusChanged Deployed Source code

simulated function DrivingStatusChanged ( ) )

EndState Deployed Source code

function EndState ( name NextStateName) )

GoodDefensivePosition Source code

function bool GoodDefensivePosition ( ) )

IsDeployed Source code

simulated function bool IsDeployed ( ) )

OnAnimEnd Source code

simulated function OnAnimEnd ( AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime) )
Play the ambients when an action anim finishes

PlayAnim Source code

simulated function PlayAnim ( name AnimName, optional float AnimDuration = 0.0f) )
Play an animation with an optional total time

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

ServerToggleDeploy Source code

reliable server function ServerToggleDeploy ( ) )

ServerToggleDeploy Deployed Source code

reliable server function ServerToggleDeploy ( ) )

ServerToggleDeploy Deploying Source code

reliable server function ServerToggleDeploy ( ) )

ServerToggleDeploy UnDeploying Source code

reliable server function ServerToggleDeploy ( )

SetVehicleDeployed Source code

simulated function SetVehicleDeployed ( ) )

SetVehicleUndeployed Source code

simulated function SetVehicleUndeployed ( ) )

SetVehicleUndeploying Source code

simulated function SetVehicleUndeploying ( )

ShouldClamp Source code

simulated function bool ShouldClamp ( ) )

ShouldDeployToAttack Source code

function bool ShouldDeployToAttack ( ) )

ShouldUndeploy Source code

function bool ShouldUndeploy ( UTBot B) )

StartEngineSound Source code

simulated function StartEngineSound ( ) )

StopAnim Source code

simulated function StopAnim ( ) )

VehicleIsDeployed Deploying Source code

simulated function VehicleIsDeployed ( ) )

VehiclePlayEnterSound Source code

simulated function VehiclePlayEnterSound ( ) )

VehiclePlayExitSound Source code

simulated function VehiclePlayExitSound ( ) )

VehicleUnDeployIsFinished UnDeploying Source code

simulated function VehicleUnDeployIsFinished ( ) )


Defaultproperties

defaultproperties
{
   DeployTime=2.100000
   UnDeployTime=2.000000
   MaxDeploySpeed=100.000000
   bRequireAllWheelsOnGround=True
   DeployIconOffset=0.950000
   Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle:MyLightEnvironment'
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle:MyLightEnvironment'
   End Object
   LightEnvironment=MyLightEnvironment
   Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup ObjName=MyStayUprightSetup Archetype=RB_StayUprightSetup'UTGame.Default__UTVehicle:MyStayUprightSetup'
      ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTVehicle:MyStayUprightSetup'
   End Object
   StayUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTVehicle_Deployable:MyStayUprightSetup'
   Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance ObjName=MyStayUprightConstraintInstance Archetype=RB_ConstraintInstance'UTGame.Default__UTVehicle:MyStayUprightConstraintInstance'
      ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTVehicle:MyStayUprightConstraintInstance'
   End Object
   StayUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTVehicle_Deployable:MyStayUprightConstraintInstance'
   Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTVehicle:SVehicleMesh'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTVehicle:SVehicleMesh'
   End Object
   Mesh=SVehicleMesh
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTVehicle:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGame.Default__UTVehicle:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Components(1)=SVehicleMesh
   Components(2)=MyLightEnvironment
   CollisionComponent=SVehicleMesh
   Name="Default__UTVehicle_Deployable"
   ObjectArchetype=UTVehicle'UTGame.Default__UTVehicle'
}

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Creation time: sk 18-3-2018 10:01:00.639 - Created with UnCodeX