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# Gameplay.DynamicObject

Modifiers
  native placeable

    Gameplay.DynamicObject

Variables Summary
float | FadeOutAlpha
float | FadeOutLength
float | FadeOutTime
bool | FadingOut
bool | NextVersionCalled
bool | NextVersionPending
array<ColorModifier> | Style
bool | StyleCreated
DynamicObject
float | AngularDamping
bool | Blocking
array<class<DynamicObject>> | Children
float | Elasticity
bool | Enabled
bool | Explosion
float | ExplosionForce
array<class<Explosion>> | Explosions
bool | FadeOut
bool | Freeze
float | friction
float | Health
bool | Invulnerable
float | Lifetime
bool | LimitedLife
float | LinearDamping
float | Mass
bool | Shadows
bool | Stationary
bool | Volatile

Enumerations Summary
EScalabilitySetting DS_NoDynamics, DS_Full,

Functions Summary
|  | Construct (actor Owner, optional optional name Tag, optional vector Location, optional rotator Rotation, optional float Scale))
|  | CreateAlphaStyle ()))
|  | Died (Controller Killer, class<DamageType> damageType, vector HitLocation))
|  | Explode ()))
|  | GetChildSocketName (int Index, out String Name)
|  | GetExplosionSocketName (int Index, out String Name)
| EScalabilitySetting | GetScalabilitySetting ()
|  | Initialize (float Scale, StaticMesh Mesh)
|  | LoadSkinsFromMaterials ()
|  | NextVersion ()))
|  | PostTakeDamage (float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor))
|  | PreBeginPlay ()))
|  | PrecacheDynamicObjectRenderData (LevelInfo Level, class<DynamicObject> DynClass))
|  | Remove ()))
|  | SetAlpha (byte Amount))
|  | setNativeActorData (float Scale)
| bool | ShouldProjectileHit (Actor projInstigator))
|  | SpawnChild (int Index))
|  | SpawnChildren ()))
|  | StartFadeOut ()))
|  | Tick (float DeltaTime))
|  | Trigger (Actor Other, Pawn EventInstigator))
|  | unifiedAddForce (Vector force))
|  | unifiedAddForceAtPosition (Vector force, Vector position))
|  | unifiedAddImpulse (Vector impulse))
|  | unifiedAddImpulseAtPosition (Vector impulse, Vector position))
|  | unifiedAddTorque (Vector torque))
|  | UpdatePrecacheRenderData ()))

Variables Detail

#### FadeOutAlpha Source code

var float FadeOutAlpha;

#### FadeOutLength Source code

var float FadeOutLength;

#### FadeOutTime Source code

var float FadeOutTime;

#### FadingOut Source code

var bool FadingOut;

#### NextVersionCalled Source code

var bool NextVersionCalled;

#### NextVersionPending Source code

var bool NextVersionPending;

#### Style Source code

var array<ColorModifier> Style;

#### StyleCreated Source code

var bool StyleCreated;

### DynamicObject

#### AngularDamping Source code

var(DynamicObject) float AngularDamping;

> Angular Damping [0,1] 0 = no damping

#### Blocking Source code

var(DynamicObject) bool Blocking;

> Blocks players and collide with other objects

#### Children Source code

var(DynamicObject) array<class<DynamicObject>> Children;

> Child objects spawned when this object is destroyed

#### Elasticity Source code

var(DynamicObject) float Elasticity;

> The elasticity [0,1]

#### Enabled Source code

var(DynamicObject) bool Enabled;

> Start enabled in physics right away

#### Explosion Source code

var(DynamicObject) bool Explosion;

> Launch child objects with initial explosion (true/false)

#### ExplosionForce Source code

var(DynamicObject) float ExplosionForce;

> Force applied to child objects when this object is destroyed

#### Explosions Source code

var(DynamicObject) array<class<Explosion>> Explosions;

> Explosion objects spawned when this object is destroyed

#### FadeOut Source code

var(DynamicObject) bool FadeOut;

> Fadeout object when destroyed (requires material to be setup correctly)

#### Freeze Source code

var(DynamicObject) bool Freeze;

> Child objects all freeze immediately on spawning (useful for art testing)

#### friction Source code

var(DynamicObject) float friction;

> The amount of friction [0,1]

#### Health Source code

var(DynamicObject) float Health;

> The amount of health in the object

#### Invulnerable Source code

var(DynamicObject) bool Invulnerable;

> Object will be invulnerable to weapon attacks

#### Lifetime Source code

var(DynamicObject) float Lifetime;

> Object will only appear in the world for this long before fading out

#### LimitedLife Source code

var(DynamicObject) bool LimitedLife;

> If true, object will only hang around for Lifetime amount of time after spawning

#### LinearDamping Source code

var(DynamicObject) float LinearDamping;

> Linear Damping [0,1] 0 = no damping

#### Mass Source code

var(DynamicObject) float Mass;

> The mass of the object (kg)

#### Shadows Source code

var(DynamicObject) bool Shadows;

> Use projected shadows with this object (expensive)

#### Stationary Source code

var(DynamicObject) bool Stationary;

> The object is stationary and cannot move

#### Volatile Source code

var(DynamicObject) bool Volatile;

> Object will explode immediately on collision or when hit with a weapon

Enumerations Detail

#### EScalabilitySetting Source code

enum EScalabilitySetting
{

> DS_NoDynamics, DS_Full,

};

Functions Detail

#### Construct Source code

overloaded function Construct ( actor Owner, optional optional name Tag, optional vector Location, optional rotator Rotation, optional float Scale) )

#### CreateAlphaStyle Source code

function CreateAlphaStyle ( ) )

#### Died Source code

function Died ( Controller Killer, class<DamageType> damageType, vector HitLocation) )

#### Explode Source code

function Explode ( ) )

#### GetChildSocketName Source code

native function GetChildSocketName ( int Index, out String Name )

#### GetExplosionSocketName Source code

native function GetExplosionSocketName ( int Index, out String Name )

#### GetScalabilitySetting Source code

native function EScalabilitySetting GetScalabilitySetting ( )

#### Initialize Source code

native function Initialize ( float Scale, StaticMesh Mesh )

#### LoadSkinsFromMaterials Source code

native function LoadSkinsFromMaterials ( )

#### NextVersion Source code

event NextVersion ( ) )

#### PostTakeDamage Source code

function PostTakeDamage ( float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor) )

#### PreBeginPlay Source code

event PreBeginPlay ( ) )

#### PrecacheDynamicObjectRenderData Source code

static simulated function PrecacheDynamicObjectRenderData ( LevelInfo Level, class<DynamicObject> DynClass) )

#### Remove Source code

function Remove ( ) )

#### SetAlpha Source code

function SetAlpha ( byte Amount) )

#### setNativeActorData Source code

native final function setNativeActorData ( float Scale )

#### ShouldProjectileHit Source code

simulated event bool ShouldProjectileHit ( Actor projInstigator) )

#### SpawnChild Source code

function SpawnChild ( int Index) )

#### SpawnChildren Source code

function SpawnChildren ( ) )

#### StartFadeOut Source code

function StartFadeOut ( ) )

#### Tick Source code

event Tick ( float DeltaTime) )

#### Trigger Source code

function Trigger ( Actor Other, Pawn EventInstigator) )

#### unifiedAddForce Source code

function unifiedAddForce ( Vector force) )

#### unifiedAddForceAtPosition Source code

function unifiedAddForceAtPosition ( Vector force, Vector position) )

#### unifiedAddImpulse Source code

function unifiedAddImpulse ( Vector impulse) )

#### unifiedAddImpulseAtPosition Source code

function unifiedAddImpulseAtPosition ( Vector impulse, Vector position) )

#### unifiedAddTorque Source code

function unifiedAddTorque ( Vector torque) )

#### UpdatePrecacheRenderData Source code

simulated function UpdatePrecacheRenderData ( ) )

Defaultproperties

    defaultproperties
    {

    	Health = 100
    	Mass = 50
    	Elasticity = 0.3
    	friction = 0.8
    	LinearDamping = 0
    	AngularDamping = 0.05

    	Invulnerable = false
    	Blocking = true
    	Stationary = false
    	Enabled = false
    	Shadows = true
    	Volatile = false
    	Freeze = false
    	FadeOut = false

    	Explosion = true
    	ExplosionForce = 10000

    	LimitedLife = false
    	LifeTime = 0

    	FadingOut = false
    	FadeOutAlpha = 255
    	FadeOutTime = 0
    	FadeOutLength = 0.5

        NextVersionPending = false
    	NextVersionCalled = false

    	bAcceptsProjectors=false

        bNoDelete = false
    	bActorShadows = true
    	RemoteRole = ROLE_None
    	StaticMesh = StaticMesh'PhysicsObjects.Cube'

    	bNeedLifetimeEffectEvents = true
    }

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Creation time: st 23.5.2018 00:10:29.433 - Created with UnCodeX