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UTGameContent.UTShapedCharge

Extends
UTDeployedActor
Modifiers
abstract

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- UTGame.UTDeployedActor
      |   
      +-- UTGameContent.UTShapedCharge

Direct Known Subclasses:

UTShapedCharge_Blue, UTShapedCharge_Red

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
floatChargeColourBlend
class<UTDamageType>ChargeDamageType
MaterialInstanceConstantChargeMI
intCount
intDamage
floatDamageMomentum
floatDamageRadius
class<UTExplosionLight>ExplosionLightClass
SoundCueExplosionSound
vectorFloorNormal
ParticleSystemComponentLandEffects
ParticleSystemShapedChargeExplosion
Inherited Variables from UTGame.UTDeployedActor
bDeployed, HudLocation, InstigatorController, LightEnvironment, Mesh, TeamNum
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
function CountDown ()))
function Destroyed ()))
event Landed (vector HitNormal, Actor HitActor))
function PerformDeploy ()))
function PostBeginPlay ()))
function Tick (float DeltaTime))
Inherited Functions from UTGame.UTDeployedActor
Attach, BaseChange, Destroyed, GetTeamNum, HurtRadius, PerformDeploy, PostBeginPlay, ReplicatedEvent, Reset, SetHUDLocation
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


Variables Detail

ChargeColourBlend Source code

var float ChargeColourBlend;

ChargeDamageType Source code

var class<UTDamageType> ChargeDamageType;

ChargeMI Source code

var MaterialInstanceConstant ChargeMI;
MIC for ramping colour

Count Source code

var int Count;
Countdown to explosion

Damage Source code

var int Damage;
explosion damage properties

DamageMomentum Source code

var float DamageMomentum;

DamageRadius Source code

var float DamageRadius;

ExplosionLightClass Source code

var class<UTExplosionLight> ExplosionLightClass;
Class of ExplosionLight

ExplosionSound Source code

var SoundCue ExplosionSound;
The sound that is played when it explodes

FloorNormal Source code

var vector FloorNormal;

LandEffects Source code

var ParticleSystemComponent LandEffects;
When the deployable has landed this system starts running

ShapedChargeExplosion Source code

var ParticleSystem ShapedChargeExplosion;
Explosion effect


Functions Detail

CountDown Source code

function CountDown ( ) )

Destroyed Source code

simulated function Destroyed ( ) )

Landed Source code

event Landed ( vector HitNormal, Actor HitActor) )

PerformDeploy Source code

simulated function PerformDeploy ( ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

Tick Source code

simulated function Tick ( float DeltaTime) )


Defaultproperties

defaultproperties
{
   Count=5
   ShapedChargeExplosion=ParticleSystem'VH_Goliath.Effects.PS_Goliath_Cannon_Impact_MID'
   ExplosionLightClass=Class'UTGame.UTTankShellExplosionLight'
   ExplosionSound=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_Impact_Cue'
   ChargeDamageType=Class'UTGameContent.UTDmgType_ShapedCharge'
   Damage=1200
   DamageRadius=500.000000
   DamageMomentum=200000.000000
   Begin Object Class=SkeletalMeshComponent Name=DeployableMesh ObjName=DeployableMesh Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
      SkeletalMesh=SkeletalMesh'PICKUPS.Deployables.Mesh.SK_Deployables_ShapeCharge_1P'
      LightEnvironment=DynamicLightEnvironmentComponent'UTGameContent.Default__UTShapedCharge:DeployedLightEnvironment'
      bUseAsOccluder=False
      CastShadow=False
      bForceDirectLightMap=True
      bCastDynamicShadow=False
      Rotation=(Pitch=0,Yaw=32768,Roll=0)
      Name="DeployableMesh"
      ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
   End Object
   Mesh=DeployableMesh
   Begin Object Class=DynamicLightEnvironmentComponent Name=DeployedLightEnvironment ObjName=DeployedLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTDeployedActor:DeployedLightEnvironment'
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTDeployedActor:DeployedLightEnvironment'
   End Object
   LightEnvironment=DeployedLightEnvironment
   Components(0)=DeployedLightEnvironment
   Components(1)=DeployableMesh
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__CylinderComponent'
      CollisionHeight=0.000000
      CollisionRadius=0.000000
      Name="CollisionCylinder"
      ObjectArchetype=CylinderComponent'Engine.Default__CylinderComponent'
   End Object
   Components(2)=CollisionCylinder
   bOrientOnSlope=True
   LifeSpan=10.000000
   CollisionComponent=CollisionCylinder
   Name="Default__UTShapedCharge"
   ObjectArchetype=UTDeployedActor'UTGame.Default__UTDeployedActor'
}

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Creation time: sk 18-3-2018 10:00:56.823 - Created with UnCodeX