- Modifiers
- native placeable
Gameplay.DynamicObject
Functions Summary |
 | | Construct (actor Owner, optional optional name Tag, optional vector Location, optional rotator Rotation, optional float Scale))
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 | | CreateAlphaStyle ()))
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 | | Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
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 | | Explode ()))
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 | | GetChildSocketName (int Index, out String Name)
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 | | GetExplosionSocketName (int Index, out String Name)
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 | EScalabilitySetting | GetScalabilitySetting ()
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 | | Initialize (float Scale, StaticMesh Mesh)
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 | | LoadSkinsFromMaterials ()
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 | | NextVersion ()))
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 | | PostTakeDamage (float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor))
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 | | PreBeginPlay ()))
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 | | PrecacheDynamicObjectRenderData (LevelInfo Level, class<DynamicObject> DynClass))
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 | | Remove ()))
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 | | SetAlpha (byte Amount))
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 | | setNativeActorData (float Scale)
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 | bool | ShouldProjectileHit (Actor projInstigator))
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 | | SpawnChild (int Index))
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 | | SpawnChildren ()))
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 | | StartFadeOut ()))
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 | | Tick (float DeltaTime))
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 | | Trigger (Actor Other, Pawn EventInstigator))
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 | | unifiedAddForce (Vector force))
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 | | unifiedAddForceAtPosition (Vector force, Vector position))
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 | | unifiedAddImpulse (Vector impulse))
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 | | unifiedAddImpulseAtPosition (Vector impulse, Vector position))
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 | | unifiedAddTorque (Vector torque))
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 | | UpdatePrecacheRenderData ()))
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var float FadeOutAlpha;
var float FadeOutLength;
var float FadeOutTime;
var bool FadingOut;
var bool NextVersionCalled;
var bool NextVersionPending;
var bool StyleCreated;
DynamicObject
overloaded
function Construct (
actor Owner, optional optional
name Tag,
optional
vector Location, optional
rotator Rotation, optional
float Scale) )
function CreateAlphaStyle ( ) )
function Explode ( ) )
native function GetChildSocketName ( int Index, out String Name )
GetExplosionSocketName Source code
native function GetExplosionSocketName ( int Index, out String Name )
native
function Initialize (
float Scale,
StaticMesh Mesh )
LoadSkinsFromMaterials Source code
native function LoadSkinsFromMaterials ( )
event NextVersion ( ) )
event PreBeginPlay ( ) )
PrecacheDynamicObjectRenderData Source code
function Remove ( ) )
function SetAlpha ( byte Amount) )
native final
function setNativeActorData (
float Scale )
simulated event
bool ShouldProjectileHit (
Actor projInstigator) )
function SpawnChild ( int Index) )
function SpawnChildren ( ) )
function StartFadeOut ( ) )
event Tick ( float DeltaTime) )
function unifiedAddForce (
Vector force) )
unifiedAddForceAtPosition Source code
function unifiedAddForceAtPosition (
Vector force,
Vector position) )
function unifiedAddImpulse (
Vector impulse) )
unifiedAddImpulseAtPosition Source code
function unifiedAddImpulseAtPosition (
Vector impulse,
Vector position) )
function unifiedAddTorque (
Vector torque) )
UpdatePrecacheRenderData Source code
simulated function UpdatePrecacheRenderData ( ) )
defaultproperties
{
Health = 100
Mass = 50
Elasticity = 0.3
friction = 0.8
LinearDamping = 0
AngularDamping = 0.05
Invulnerable = false
Blocking = true
Stationary = false
Enabled = false
Shadows = true
Volatile = false
Freeze = false
FadeOut = false
Explosion = true
ExplosionForce = 10000
LimitedLife = false
LifeTime = 0
FadingOut = false
FadeOutAlpha = 255
FadeOutTime = 0
FadeOutLength = 0.5
NextVersionPending = false
NextVersionCalled = false
bAcceptsProjectors=false
bNoDelete = false
bActorShadows = true
RemoteRole = ROLE_None
StaticMesh = StaticMesh'PhysicsObjects.Cube'
bNeedLifetimeEffectEvents = true
} |
Creation time: st 23.5.2018 00:10:29.433 - Created with
UnCodeX