UE1:ZoneInfo (RTNP)

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RTNP Object >> Actor >> Info >> ZoneInfo
Package: 
Engine
Known custom subclass:
Wormbo/SelectableSkyZoneInfo

ZoneInfo, the built-in Unreal class for defining properties of zones. If you place one ZoneInfo actor in a zone you have partioned, the ZoneInfo defines the properties of the zone. This is a built-in Unreal class and it shouldn't be modified.

Properties

Property group 'LensFlare'

LensFlare

Type: Texture

Array size: 12


LensFlareOffset

Type: float

Array size: 12


LensFlareScale

Type: float

Array size: 12


Property group 'LocationStrings'

LocationStrings

Type: string

Array size: 4

Modifiers: localized


ZoneName

Type: string

Modifiers: localized


Property group 'Reverb'

bRaytraceReverb

Type: bool


bReverbZone

Type: bool


CutoffHz

Type: int


Default value: 6000

Delay

Type: byte

Array size: 6


Default value, index 0: 20

Default value, index 1: 34

Gain

Type: byte

Array size: 6


Default value, index 0: 150

Default value, index 1: 70

MasterGain

Type: byte


Default value: 100

SpeedOfSound

Type: float


Default value: 8000.0

Property group 'ZoneInfo'

bDestructive

Type: bool

Destroys carcasses.

bFogZone

Type: bool

Modifiers: const

Zone is fog-filled.

bGravityZone

Type: bool

Use ZoneGravity.

bKillZone

Type: bool

Modifiers: const

Zone instantly kills those who enter.

bMoveProjectiles

Type: bool


Default value: True

bNeutralZone

Type: bool

Players can't take damage in this zone.

bNoInventory

Type: bool


bPainZone

Type: bool

Zone causes pain.

bWaterZone

Type: bool

Zone is water-filled.

DamagePerSec

Type: int


DamageString

Type: string

Modifiers: localized


DamageType

Type: name


EntryActor

Type: class<Actor>

e.g. a splash (only if water zone)

EntrySound

Type: Sound

only if waterzone

ExitActor

Type: class<Actor>

e.g. a splash (only if water zone)

ExitSound

Type: Sound

only if waterzone

MaxCarcasses

Type: int


Default value: 2

MaxLightCount

Type: byte

maximum number of lights to use (when MeshPolyCount drops below MinLightingPolyCount)

Default value: 6

MaxLightingPolyCount

Type: int


Default value: 5000

MinLightCount

Type: byte

minimum number of lights to use (when MaxLightingPolyCount is exceeded)

Default value: 6

MinLightingPolyCount

Type: int


Default value: 1000

ZoneFluidFriction

Type: float


Default value: 1.2

ZoneGravity

Type: Object.Vector


Default value:

Member Value
Z -950.0

ZoneGroundFriction

Type: float


Default value: 4.0

ZonePlayerEvent

Type: name


ZoneTag

Type: name


ZoneTerminalVelocity

Type: float


Default value: 2500.0

ZoneVelocity

Type: Object.Vector


Property group 'ZoneLight'

AmbientBrightness

Type: byte


AmbientHue

Type: byte


AmbientSaturation

Type: byte


Default value: 255

EnvironmentMap

Type: Texture

Modifiers: const


FogColor

Type: Object.Color


FogDistance

Type: float


TexUPanSpeed

Type: float


Default value: 1.0

TexVPanSpeed

Type: float


Default value: 1.0

ViewFlash

Type: Object.Vector


ViewFog

Type: Object.Vector


Internal variables

NumCarcasses

Type: int


SkyZone

Type: SkyZoneInfo


ZonePlayerCount

Type: int


Default values

Property Value
bAlwaysRelevant True
bNoDelete True
bStatic True
Texture Texture'Engine.S_ZoneInfo'

Functions

Iterator functions

ZoneActors

native(308) final iterator function ZoneActors (class<ActorBaseClass, out Actor Actor)


Events

ActorEntered

event ActorEntered (Actor Other)


ActorLeaving

event ActorLeaving (Actor Other)


PreBeginPlay

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger


Other instance functions

LinkToSkybox

simulated function LinkToSkybox ()