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UTGame.UTXRayVolume

Extends
PhysicsVolume
Modifiers
notplaceable abstract

Applies X-Ray effect to all pawns inside the volume

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Brush
      |   
      +-- Engine.Volume
         |   
         +-- Engine.PhysicsVolume
            |   
            +-- UTGame.UTXRayVolume

Direct Known Subclasses:

UTXRayVolume_Content

Variables Summary
SoundCueActivateSound
AudioComponentAmbientSoundComponent
SoundCueDestroySound
SoundCueEnterSound
SoundCueExitSound
ParticleSystemComponentGeneratorEffect
SkeletalMeshComponentGeneratorMesh
SoundCueInsideAmbientSound
class<UTEmitCameraEffect>InsideCameraEffect
floatMinimumDamage
SoundCueOutsideAmbientSound
floatPawnLifeDrainPerSec
floatPawnTimeScalingFactor
floatSavedDamage
ParticleSystemComponentSlowEffect
MaterialXRayInvisMaterial
Inherited Variables from Engine.PhysicsVolume
BACKUP_bPainCausing, bBounceVelocity, bDestructive, bMoveProjectiles, bNeutralZone, bNoInventory, bPainCausing, bPhysicsOnContact, bVelocityAffectsWalking, bWaterVolume, DamageInstigator, DamagePerSec, DamageType, FluidFriction, GroundFriction, MaxDampingForce, NextPhysicsVolume, PainTimer, Priority, RigidBodyDamping, TerminalVelocity, ZoneVelocity
Inherited Variables from Engine.Volume
AssociatedActor, bForcePawnWalk, bProcessAllActors, LocationName, LocationPriority

Delegates Summary
delegate OnDeployableUsedUp (actor ChildDeployable)

Functions Summary
function ActivateSlowEffect ()))
event CollisionChanged ()
event Destroyed ()))
function NotifyPawnBecameViewTarget (Pawn P, PlayerController PC))
event PawnEnteredVolume (Pawn Other))
function PawnLeavingVolume (Pawn Other))
event PostBeginPlay ()))
function Reset ()))
functionbool StopsProjectile (Projectile P))
function Tick (float DeltaTime))
function Timer ()))
Inherited Functions from Engine.PhysicsVolume
ActorEnteredVolume, ActorLeavingVolume, CausePainTo, GetGravityZ, ModifyPlayer, NotifyPawnBecameViewTarget, OnSetDamageInstigator, OnToggle, PawnEnteredVolume, PawnLeavingVolume, PhysicsChangedFor, PostBeginPlay, Reset, TimerPop, Touch
Inherited Functions from Engine.Volume
BeginState, CollisionChanged, DisplayDebug, Encompasses, GetLocationStringFor, OnToggle, PostBeginPlay, ProcessActorSetVolume, Touch, untouch


Variables Detail

ActivateSound Source code

var SoundCue ActivateSound;
sounds played for various actions

AmbientSoundComponent Source code

var AudioComponent AmbientSoundComponent;

DestroySound Source code

var SoundCue DestroySound;
sounds played for various actions

EnterSound Source code

var SoundCue EnterSound;
sounds played for various actions

ExitSound Source code

var SoundCue ExitSound;
sounds played for various actions

GeneratorEffect Source code

var ParticleSystemComponent GeneratorEffect;

GeneratorMesh Source code

var SkeletalMeshComponent GeneratorMesh;

InsideAmbientSound Source code

var SoundCue InsideAmbientSound;
ambient sounds

InsideCameraEffect Source code

var class<UTEmitCameraEffect> InsideCameraEffect;
camera emitter played on player in volume

MinimumDamage Source code

var float MinimumDamage;
minimum SavedDamage before we actually apply it (needs to be large enough to counter any scaling factors that might reduce to below 1)

OutsideAmbientSound Source code

var SoundCue OutsideAmbientSound;
ambient sounds

PawnLifeDrainPerSec Source code

var float PawnLifeDrainPerSec;
each second, LifeSpan is decreased by this much extra for each living Pawn in the volume

PawnTimeScalingFactor Source code

var float PawnTimeScalingFactor;
Time dilation scaling factor for pawns in this volume

SavedDamage Source code

var float SavedDamage;
saved partial damage (in case of high frame rate

SlowEffect Source code

var ParticleSystemComponent SlowEffect;

XRayInvisMaterial Source code

var Material XRayInvisMaterial;
Materials to use for characters when the XRay effect is active


Delegates Detail

OnDeployableUsedUp Source code

delegate OnDeployableUsedUp ( actor ChildDeployable )
We use a delegate so that different types of creators can get the OnDestroyed event


Functions Detail

ActivateSlowEffect Source code

simulated function ActivateSlowEffect ( ) )

CollisionChanged Source code

simulated event CollisionChanged ( )

Destroyed Source code

simulated event Destroyed ( ) )

NotifyPawnBecameViewTarget Source code

simulated function NotifyPawnBecameViewTarget ( Pawn P, PlayerController PC) )

PawnEnteredVolume Source code

simulated event PawnEnteredVolume ( Pawn Other) )

PawnLeavingVolume Source code

simulated function PawnLeavingVolume ( Pawn Other) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

Reset Source code

function Reset ( ) )

StopsProjectile Source code

simulated function bool StopsProjectile ( Projectile P) )

Tick Source code

simulated function Tick ( float DeltaTime) )

Timer Source code

function Timer ( ) )


Defaultproperties

defaultproperties
{
   MinimumDamage=1.000000
   PawnTimeScalingFactor=0.400000
   DamagePerSec=2.000000
   Priority=100000
   Begin Object Class=BrushComponent Name=BrushComponent0 ObjName=BrushComponent0 Archetype=BrushComponent'Engine.Default__PhysicsVolume:BrushComponent0'
      ObjectArchetype=BrushComponent'Engine.Default__PhysicsVolume:BrushComponent0'
   End Object
   BrushComponent=BrushComponent0
   Components(0)=BrushComponent0
   RemoteRole=ROLE_SimulatedProxy
   bStatic=False
   bHidden=False
   bNoDelete=False
   bNetInitialRotation=True
   bCollideActors=False
   NetUpdateFrequency=1.000000
   LifeSpan=180.000000
   CollisionComponent=BrushComponent0
   CollisionType=COLLIDE_CustomDefault
   Name="Default__UTXRayVolume"
   ObjectArchetype=PhysicsVolume'Engine.Default__PhysicsVolume'
}

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Creation time: sk 18-3-2018 10:01:03.021 - Created with UnCodeX