GameExplosionActor
Class in GameFramework · GameFramework.GameExplosionActor · abstract, config, native
Object › Actor › GameExplosionActor
Using it from Lua
h7.find_all("GameExplosionActor") -- live instances
h7.find_class("GameFramework.GameExplosionActor") -- the class
h7.hook("GameFramework.GameExplosionActor.BoxDistanceToPoint", fn)
Properties
| Name | Type | Notes |
Attachee | Actor | |
AttacheeController | Controller | |
bDrawDebug | bool | |
bExplodeMoreThanOnce | bool | protected |
bHasExploded | bool | transient, protected |
bTrackExplosionParticleSystemLifespan | bool | |
DirectionalExplosionMinDot | float | transient |
ExplosionDirection | vector | transient |
ExplosionLight | PointLightComponent | transient, protected |
ExplosionRadialBlur | RadialBlurComponent | transient, protected |
ExplosionTemplate | GameExplosion | |
HitActorFromPhysMaterialTrace | Actor | |
HitLocationFromPhysMaterialTrace | vector | |
InstigatorController | Controller | |
LightFadeTime | float | transient, protected |
LightFadeTimeRemaining | float | transient, protected |
LightInitialBrightness | float | transient, protected |
RadialBlurFadeTime | float | transient, protected |
RadialBlurFadeTimeRemaining | float | transient, protected |
RadialBlurMaxBlurAmount | float | transient, protected |
RadialImpulseComponent | RB_RadialImpulseComponent | protected |
Functions
| Name | Declaration |
BoxDistanceToPoint | static final native function float BoxDistanceToPoint(vector Start, Box BBox) |
ChooseCameraShake | protected simulated function CameraShake ChooseCameraShake(vector Epicenter, PlayerController PC) |
DelayedExplosionDamage | simulated function DelayedExplosionDamage() |
DoExplosionCameraEffects | simulated function DoExplosionCameraEffects() |
DoExplosionDamage | protected simulated function bool DoExplosionDamage(bool bCauseDamage, bool bCauseEffects) |
DoFullDamageToActor | simulated function bool DoFullDamageToActor(Actor Victim) |
DrawDebug | simulated function DrawDebug() |
Explode | simulated function Explode(GameExplosion NewExplosionTemplate, optional vector Direction) |
GetEffectCheckRadius | function float GetEffectCheckRadius(bool bCauseDamage, bool bCauseFractureEffects, bool bCauseEffects) |
GetPhysicalMaterial | protected simulated function PhysicalMaterial GetPhysicalMaterial() |
IsBehindExplosion | protected simulated function bool IsBehindExplosion(Actor A) |
PreBeginPlay | event PreBeginPlay() |
SpawnCameraLensEffects | simulated function SpawnCameraLensEffects() |
SpawnExplosionDecal | simulated function SpawnExplosionDecal() |
SpawnExplosionFogVolume | simulated function SpawnExplosionFogVolume() |
SpawnExplosionParticleSystem | simulated function SpawnExplosionParticleSystem(ParticleSystem Template) |
SpecialCringeEffectsFor | protected function SpecialCringeEffectsFor(Actor Victim, float VictimDist) |
SpecialPawnEffectsFor | protected function SpecialPawnEffectsFor(GamePawn VictimPawn, float VictimDist) |
UpdateExplosionTemplateWithPerMaterialFX | protected simulated function UpdateExplosionTemplateWithPerMaterialFX(PhysicalMaterial PhysMaterial) |
Default values
RemoteRole=ROLE_None
bExplodeMoreThanOnce = False
RadialImpulseComponent=ImpulseComponent0
Inherited
| From | Members |
| Actor | 156 properties, 262 functions |
| Object | 13 properties, 308 functions |