UE2:DECO_Smashable (UT2004)

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UT2004 Object >> Actor >> Decoration >> DECO_Smashable
Package: 
OnslaughtBP

It Breaks good..

Properties

bImperviusToPlayer

Type: bool

If true, the player can't smash it

Default value: True

bNeedsSingleShot

Type: bool

If true, it will only smash on damage if it's all in a single shot

RespawnTime

Type: float


Default value: 30.0

Default values

Property Value
bBlockActors True
bBlockKarma True
bCollideActors True
bCollideWorld True
bDamageable True
bEdShouldSnap True
bFixedRotationDir True
bMovable False
bNetInitialRotation True
bNetNotify True
bOrientOnSlope False
bStasis False
bStatic False
bUseCylinderCollision True
CullDistance 4500.0
NetUpdateFrequency 1.0
RemoteRole ROLE_SimulatedProxy

Functions

Events

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PostNetReceive

simulated event PostNetReceive ()

Overrides: Actor.PostNetReceive


Other instance functions

BreakApart

function BreakApart (Object.Vector HitLocation, Object.Vector momentum)


Reset

function Reset ()

Overrides: Actor.Reset


States

Broken

Broken.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Broken.Timer

event Timer ()

Overrides: Decoration.Timer (global)


Working

Modifiers: auto

Working.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Working.Bump

event Bump (Actor Other)

Overrides: Decoration.Bump (global)


Working.EncroachedBy

event EncroachedBy (Actor Other)

Overrides: Actor.EncroachedBy (global)


Working.EncroachingOn

event bool EncroachingOn (Actor Other)

Overrides: Actor.EncroachingOn (global)


Working.EndState

event EndState ()

Overrides: Object.EndState (global)


Working.TakeDamage

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Decoration.TakeDamage (global)