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Volume

Class in Engine · Engine.Volume · native

Object › Actor › Brush › Volume

Subclasses: BlockingVolume, ColorScaleVolume, CullDistanceVolume, DynamicMaterialEffectVolume, EnvironmentVolume, GameCrowdInfoVolume, H7CameraHeightVolume, H7LightmassEnvironmentSphere, LevelGridVolume, LevelStreamingVolume, LightmassCharacterIndirectDetailVolume, LightmassImportanceVolume, MassiveLODOverrideVolume, MobileTouchInputVolume, NavMeshBoundsVolume, NxGenericForceFieldBrush, PathBlockingVolume, PhysicsVolume, PortalVolume, PostProcessVolume, PrecomputedVisibilityOverrideVolume, PrecomputedVisibilityVolume, ProcBuilding, RB_ForceFieldExcludeVolume, ReverbVolume, TestSplittingVolume, TriggerVolume

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

Properties

NameTypeNotes
AssociatedActorActor
bForcePawnWalkbool
bPawnsOnlybool
bProcessAllActorsbool

Functions

NameDeclaration
CollisionChangedsimulated event CollisionChanged()
DisplayDebugsimulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos)
Encompassesnative function bool Encompasses(Actor Other)
EncompassesPointnative function bool EncompassesPoint(Vector Loc)
OnTogglesimulated function OnToggle(SeqAct_Toggle Action)
PostBeginPlayevent PostBeginPlay()
ProcessActorSetVolumeevent ProcessActorSetVolume(Actor Other)

States

State code replaces the class's functions while the object is in that state. Hook a state's version as Engine.Volume.<State>.<Function>.

StateFunctions
AssociatedTouchBeginState, Touch, untouch

Default values

bCollideActors=True
bSkipActorPropertyReplication=true

Inherited

FromMembers
Brush9 properties, 0 functions
Actor156 properties, 262 functions
Object13 properties, 308 functions