UE2:KVehicle (UT2004)

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UT2004 Object >> Actor >> Pawn >> Vehicle >> KVehicle
Package: 
Engine

Generic 'Karma Vehicle' base class that can be controlled by a Pawn.

Constants

FilterFrames

Value: 5


Properties

Property group 'KVehicle'

bAutoDrive

Type: bool


DestroyEffectClass

Type: class<Actor>


Internal variables

bHistoryWarmup

Type: bool


bVehicleIsAltFiring

Type: bool


bVehicleIsFiring

Type: bool


CameraHistory

Type: Object.Vector

Array size: 5 (FilterFrames)


NextHistorySlot

Type: int


Default values

Property Value
bAlwaysRelevant True
bBlockKarma True
bCollideWorld False
bEdShouldSnap True
bNetInitialRotation True
bSpecialCalcView True
Physics PHYS_Karma

Functions

Native functions

GraphData

native final function GraphData (string DataName, float DataValue)


Events

Destroyed

simulated event Destroyed ()

Overrides: Vehicle.Destroyed


KDriverLeave

event bool KDriverLeave (bool bForceLeave)

Overrides: Vehicle.KDriverLeave


KVehicleUpdateParams

simulated event KVehicleUpdateParams ()


TakeDamage

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

Overrides: Vehicle.TakeDamage


Tick

simulated event Tick (float deltaSeconds)

Overrides: Actor.Tick


VehicleStateReceived

event VehicleStateReceived ()


Other instance functions

ClientKDriverEnter

simulated function ClientKDriverEnter (PlayerController pc)

Overrides: Vehicle.ClientKDriverEnter


ClientKDriverLeave

simulated function ClientKDriverLeave (PlayerController pc)

Overrides: Vehicle.ClientKDriverLeave


KDriverEnter

function KDriverEnter (Pawn P)

Overrides: Vehicle.KDriverEnter


SpecialCalcView

simulated function bool SpecialCalcView (out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation)

Overrides: Vehicle.SpecialCalcView


TryToDrive

function bool TryToDrive (Pawn P)

Overrides: Vehicle.TryToDrive