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
| Name | Type | Notes |
bBegunPlay | bool | |
bBlockedByInstigator | bool | |
bIgnoreFoliageTouch | bool | |
bRotationFollowsVelocity | bool | |
bSwitchToZeroCollision | bool | |
CylinderComponent | CylinderComponent | |
Damage | float | |
DamageRadius | float | |
ImpactedActor | Actor | |
ImpactSound | SoundCue | |
InstigatorController | Controller | |
MaxSpeed | float | |
MomentumTransfer | float | |
MyDamageType | class<DamageType> | |
NetCullDistanceSquared | float | |
SpawnSound | SoundCue | |
Speed | float | |
ZeroCollider | Actor | |
ZeroColliderComponent | PrimitiveComponent | |
Functions
| Name | Declaration |
ApplyFluidSurfaceImpact | simulated function ApplyFluidSurfaceImpact(FluidSurfaceActor Fluid, vector HitLocation) |
CanSplash | simulated function bool CanSplash() |
EncroachedBy | simulated event EncroachedBy(Actor Other) |
EncroachingOn | event bool EncroachingOn(actor Other) |
Explode | simulated function Explode(vector HitLocation, vector HitNormal) |
FellOutOfWorld | simulated event FellOutOfWorld(class<DamageType> dmgType) |
GetRange | static simulated function float GetRange() |
GetTeamNum | native simulated function byte GetTeamNum() |
GetTimeToLocation | simulated function float GetTimeToLocation(vector TargetLoc) |
HitWall | simulated singular event HitWall(vector HitNormal, actor Wall, PrimitiveComponent WallComp) |
HurtRadius | simulated 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) |
Init | native function Init(Vector Direction) |
IsStationary | function bool IsStationary() |
PostBeginPlay | simulated event PostBeginPlay() |
PreBeginPlay | event PreBeginPlay() |
ProcessTouch | simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal) |
ProjectileHurtRadius | simulated function bool ProjectileHurtRadius(vector HurtOrigin, vector HitNormal) |
RandSpin | final simulated function RandSpin(float spinRate) |
Reset | function Reset() |
StaticGetTimeToLocation | static simulated function float StaticGetTimeToLocation(vector TargetLoc, vector StartLoc, Controller RequestedBy) |
Touch | simulated 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
| From | Members |
| Actor | 156 properties, 262 functions |
| Object | 13 properties, 308 functions |