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Decoration

UT2003 :: Actor >> Decoration (Package: Engine)

This is an abstract base class, and shouldn't be added to a map.

Children of this class are decoration actors – meshes seen by the player in the game that have no AI and are not weapon or inventory pickups. Many decorations are static, but a certain level of interaction can be set.

Usually Static Meshes are used instead of Decoration actors unless the decorative object should be animated or have some special behavior.

See Decoration (UT) for the UT version of this class.

Properties

Decoration Group

bool bDamageable
Whether the Decoration can take damage.
bool bPushable
When activated, a player will be able to push the decoration on the floor, e.g. wooden boxes.
class<Inventory> contents
spawned when destroyed
class<Actor> EffectWhenDestroyed
If set, the pyrotechnic or explosion when item is damaged.
Sound EndPushSound
This sound is played when the decoration stops moving.
Texture FragSkin
skin to use for fragments
class<Fragment?> FragType
type of fragment to use
int Health
The amount of damage the Decoration can take before it's destroyed.
int NumFrags
Number of fragments to spawn when destroyed.
Sound PushSound
This sound is played then the decoration is pushed.
float SplashTime

UnrealScript-Only Properties

bool bPushSoundPlaying
The decoration currently plays the PushSound. This variable is reset to false by a Timer function every 0.3 seconds.
bool bSplash
vector FragMomentum
Momentum to be imparted to frags when destroyed. Set when taking damage.
NavigationPoint LastAnchor (const)
recent nearest path
float LastValidAnchorTime
last time a valid anchor was found
int numLandings (const)
Used by engine physics.

Known Subclasses

  • DestroyableTrigger?
  • GameObject? – important game objects like the BR ball or the CTF flags (not placeable, also see GameObjective)
  • ScaledSprite?
  • Shark
  • uTeamBanner?
  • xBombBase?
  • xBombDeliveryHole? (not placeable)
  • xCTFBase? (not placeable)
  • xDOMLetter?
  • xMonitor?
  • xTeamBanner?

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