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Projectile

Class in Engine · Engine.Projectile · abstract, native

Object › Actor › Projectile

Using it from Lua
h7.find_all("Projectile")            -- live instances
h7.find_class("Engine.Projectile")   -- the class
h7.hook("Engine.Projectile.ApplyFluidSurfaceImpact", fn)

Properties

NameTypeNotes
bBegunPlaybool
bBlockedByInstigatorbool
bIgnoreFoliageTouchbool
bRotationFollowsVelocitybool
bSwitchToZeroCollisionbool
CylinderComponentCylinderComponent
Damagefloat
DamageRadiusfloat
ImpactedActorActor
ImpactSoundSoundCue
InstigatorControllerController
MaxSpeedfloat
MomentumTransferfloat
MyDamageTypeclass<DamageType>
NetCullDistanceSquaredfloat
SpawnSoundSoundCue
Speedfloat
ZeroColliderActor
ZeroColliderComponentPrimitiveComponent

Functions

NameDeclaration
ApplyFluidSurfaceImpactsimulated function ApplyFluidSurfaceImpact(FluidSurfaceActor Fluid, vector HitLocation)
CanSplashsimulated function bool CanSplash()
EncroachedBysimulated event EncroachedBy(Actor Other)
EncroachingOnevent bool EncroachingOn(actor Other)
Explodesimulated function Explode(vector HitLocation, vector HitNormal)
FellOutOfWorldsimulated event FellOutOfWorld(class<DamageType> dmgType)
GetRangestatic simulated function float GetRange()
GetTeamNumnative simulated function byte GetTeamNum()
GetTimeToLocationsimulated function float GetTimeToLocation(vector TargetLoc)
HitWallsimulated singular event HitWall(vector HitNormal, actor Wall, PrimitiveComponent WallComp)
HurtRadiussimulated function bool HurtRadius(float DamageAmount, float InDamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, optional actor IgnoredActor, optional Controller InstigatedByController = Instigator != None ? Instigator.Controller : None, optional bool bDoFullDamage)
Initnative function Init(Vector Direction)
IsStationaryfunction bool IsStationary()
PostBeginPlaysimulated event PostBeginPlay()
PreBeginPlayevent PreBeginPlay()
ProcessTouchsimulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal)
ProjectileHurtRadiussimulated function bool ProjectileHurtRadius(vector HurtOrigin, vector HitNormal)
RandSpinfinal simulated function RandSpin(float spinRate)
Resetfunction Reset()
StaticGetTimeToLocationstatic simulated function float StaticGetTimeToLocation(vector TargetLoc, vector StartLoc, Controller RequestedBy)
Touchsimulated singular event Touch(Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal)

Default values

TickGroup=TG_PreAsyncWork
CollisionComponent=CollisionCylinder
CylinderComponent=CollisionCylinder
bCanBeDamaged=true
DamageRadius=+220.0
MaxSpeed=+02000.000000
Speed=+02000.000000
bRotationFollowsVelocity=false
bCollideActors=true
bCollideWorld=true
bNetTemporary=true
bGameRelevant=true
bReplicateInstigator=true
Physics=PHYS_Projectile
LifeSpan=+0014.000000
NetPriority=+00002.500000
MyDamageType=class'DamageType'
RemoteRole=ROLE_SimulatedProxy
NetCullDistanceSquared=+400000000.0
bBlockedByInstigator=true

Inherited

FromMembers
Actor156 properties, 262 functions
Object13 properties, 308 functions