| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/GameFramework/PainCausingVolume.h |
Include |
#include "GameFramework/PainCausingVolume.h" |
class APainCausingVolume : public APhysicsVolume
PhysicsVolume: a bounding volume which affects actor physics Each AActor is affected at any time by one PhysicsVolume Volume that causes damage over time to any Actor that overlaps its collision.
Name | Description | ||
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uint32: 1 |
BACKUP_bPainCausing |
Checkpointed bPainCausing value |
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uint32: 1 |
bEntryPain |
If bPainCausing, cause pain when something enters the volume in addition to damage each second |
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uint32: 1 |
bPainCausing |
Whether volume currently causes damage. |
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AController ... |
DamageInstigator |
Controller that gets credit for any damage caused by this volume |
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float |
DamagePerSec |
Damage done per second to actors in this volume when bPainCausing=true |
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TSubclassOf< UD... |
DamageType |
Type of damage done |
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float |
PainInterval |
If pain causing, time between damage applications. |
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TimerHandle_PainTimer |
Handle for efficient management of OnTimerTick timer |
Name | Description | |
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APainCausingVolume ( |
Name | Description | ||
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CausePainTo ( |
Damage overlapping actors if pain causing. |
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PainTimer() |
Damage overlapping actors if pain-causing. |
Name | Description | ||
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ActorEnteredVolume ( |
If bEntryPain is true, call CausePainTo() on entering actor. |
Name | Description | ||
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CheckForErrors() |
Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog. |
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EndPlay ( |
Overridable function called whenever this actor is being removed from a level |
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PostInitializeComponents() |
Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay |
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Reset() |
Reset actor to initial state - used when restarting level without reloading. |