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UnrealShare.UIParticleSystem

Extends
UIFX
Modifiers
abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- UnrealShare.UIFX
      |   
      +-- UnrealShare.UIParticleSystem

Direct Known Subclasses:

UIAdvancedCombiner, UIForce, UIParticleAnimationStorage, UIParticleClass, UIParticleEmitter, UIParticlePath

Constants Summary
Inherited Contants from Engine.Actor
NF_NotCsg, NF_NotVisBlocking, NF_ShootThrough, PF_AlphaBlend, PF_AutoUPan, PF_AutoVPan, PF_BigWavy, PF_Environment, PF_FakeBackdrop, PF_Invisible, PF_Masked, PF_Mirrored, PF_Modulated, PF_NoSmooth, PF_Semisolid, PF_SmallWavy, PF_SpecialLit, PF_Translucent, PF_Unlit

Variables Summary
Inherited Variables from Engine.Actor
Acceleration, ActorGUnlitColor, ActorRenderColor, AmbientGlow, AmbientSound, AnimationNotify, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, AttachTag, bActorShadows, bAlwaysRelevant, bAlwaysRender, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDarkLight, bDeleteMe, bDemoRecording, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEditorSelectRender, bEdLocked, bEdShouldSnap, bEdSnap, bFilterByVolume, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHandleOwnCorona, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsInOctree, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetNotify, bNetOptional, bNetOwner, bNetRelevant, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoDynamicShadowCast, bNoSmooth, bOnlyOwnerSee, bOwnerNoSee, bParticles, bPathCollision, bProjectorDecal, bProjTarget, bRandomFrame, bRenderMultiEnviroMaps, bRepAmbientSound, bRepAnimations, bReplicateInstigator, bRepMesh, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bSimulatedPawn, bSimulatedPawnRep, bSinglePlayer, bSkipActorReplication, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUseLitSprite, bUseMeshCollision, bWorldGeometry, CollisionHeight, CollisionOverride, CollisionRadius, CollisionTag, ColLocation, CoronaAlpha, DefaultAnimationNotify, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawScale3D, DrawType, Event, ExtraTag, Fatness, Group, HitActor, InitialState, Instigator, Inventory, LastRenderedTime, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightDataPtr, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, LODBias, Mass, Mesh, MeshDataPtr, MeshInstance, MiscNumber, MultiSkins[8], MultiTimers, NetInitialProperties, NetPriority, NetTag, NetUpdateFrequency, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PhysAlpha, Physics, PhysRate, PrePivot, ProjectorList, RealTouching, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderInterface, RenderIteratorClass, Role, Rotation, RotationRate, ScaleGlow, ShadowMesh, SimAnim, SkelAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, SpriteProjForward, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, Velocity, VisibilityHeight, VisibilityRadius, VolumeBrightness, VolumeFog, VolumeRadius, XLevel

Enumerations Summary
EAccelType
ACC_Addictive, ACC_Multiply
EDest
DEST_None, DEST_Once, DEST_Seek
EDestActor
DA_Chosen, DA_Self
EFType
FACE_None, FACE_Velocity, FACE_Actor
ESizeType
ST_Normal, ST_Grow, ST_Shrink, ST_Cycle
ESizing
SIZING_Infinity, SIZING_UserDecided
ESpawnStyle
SS_BindToParticle, SS_StayStill
ESType
ST_Normal, ST_Box, ST_Sphere, ST_Cylindrical
ETAnim
AN_PlayOnce, AN_Loop
Inherited Enumerations from Engine.Actor
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType

Structures Summary
SAdvanced
bUseParticleClass, ParticleClass
SAdvSpwn
SpawnType, BoxMinArea, BoxMaxArea, SphereRadius, SpawnOffset, bSpawnOnSurface, CylinderHeight, CylinderRadius, bAlignSpawnSurface, AlignModifier
SAnimation
AnimTextures[60], NumOfTextures, DefineAnimationStorage, ParticleAnimationStorage
SBounce
CanBounce, BounceRatio, BounceModifier, EndlessBounce, BounceNum
SBuoyance
CanBuoyance, SplashWhenHitWater, SoundWhenHitWater, ParticleBuoyancy, ParticleMass
SCollision
ParticlesUseCollision, ParticleCollisonRadius, ParticleCollisonHeight, CollideWithActors, BlockPlayers, BlockActors, ParticleCollideWorld, DestroyWhenTouch, DestroyWhenColideWorld, DestroyWhenLand, DestroyWhenTouchWater, StopWhenTouchWall, StopWhenTouchPawn, StickToWall, StickToPawn, bSpawnLandEffect, LandEffect, bOverrideWaterEntrySound, WaterEntrySound, bOverrideWaterEntryEffect, WaterEntryActor, bSpawnEffectOnDestroy, DestroyEffect
SDamage
ParticleGivesDamage, ParticleDamageType, ParticleDamage, PlayerTakeDamage, ScriptedPawnTakeDamage, FlockPawnTakeDamage, OtherActorTakeDamage, MomentumTransfer
SDecal
ParticleDecalTexture, ParticleSpawnDecal, ParticleDecal, ParticleDecalSize, bLimitDecals
SDest
Destination, DestinationType, DestinationActor, bForceFollow
SDisplay
ParticleStyle, bUnlitParticle, bParticleCastShadow, bParticleMeshEnviroMap, bUseMesh, PraticleMesh, bUseRandomTexture, ParticleTexture, bUseSpriteAnimation
SFading
CanFadeOut, CanFadeIn, InitailScaleGlow, FadeOutTime, FadeOutScaleFactor, FadeInTime, FadeInScaleFactor
SGlobal
ParticleLifeTime, ParticleLifeTimeVariance, bDefineSpeedAsVector, BaseSpeed, SpeedVariance, ParticleSpeed, SprayFactor, SprayFactorVariance
SLight
CastLight
SLightColor
ParticleLightBrightness, ParticleLightHue, ParticleLightSaturation
SLighting
ParticleLightType, ParticleLightEffect, ParticleLightRadius, ParticleLightPeriod, ParticleLightPhase, ParticleLightCone, ParticleVolumeBrightness, ParticleVolumeRadius, ParticleVolumeFog
SMain
bForceGlobalSettings, ParticleRotation, bUseParticleRotation, ParticleLifeTime, ParticleLifeTimeVariance, ParticleSlowingDownFactor, bMoveSmooth, bDefineSpeedAsVector, BaseSpeed, SpeedVariance, ParticleSpeed, SprayFactor, SprayFactorVariance
SMesh
bAnimatedMesh, AnimationName, AnimationRate, TweenRate, AnimationType, FaceObject, LookTarget, MeshRotationRate
SMisc
ParticlesBounce_Min, ParticlesBounce_Max, ParticlesFixedTrailer, ParticlesUseJerkyness, ParticlesJerkyness, bUseDistanceCulling, PartVisibilityHeight, PartVisibilityRadius
SPPhysics
ParticlePhysics, bCanAccelerate, AccelerateFactor, TerminalVelocity, AccelerationType
SRot
bRandomizeRotation, bRandPitch, bRandYaw, bRandRoll, MinRotation, MaxRotation, bForceRndRot, bAlignRotator
SSize
ParticleDrawScale, ParticleDrawScaleVariance, ParticleGrowth, SizeType, ParticleShrink, MinSize, MaxSize, Sizing
SSound
BornSound, FlyingSound, DyingSound, LandingSound, HittingSound, TouchingSound, ParticleSoundSlot, ParticleSoundVolume, ParticleSoundbNoOverride, ParticleSoundRadius, ParticleSoundPitch
SSpawnEffect
bUseSpawnEffect, SpawnedEffect, SpawnStyle
SSpawnPlace
OwnEffectArea, bUseOwnEffectArea
SVelocity
bUseInvertVelocity, bLoop, InvertX, InvertY, InvertZ, InvertDelay
Inherited Structures from Engine.Actor
MultiTimerType, PointRegion

Functions Summary
functionint Jiiter (float max))
functionint RandFloat (float max))
functionvector RotateVector (rotator VRotation, vector VOffset))
Inherited Functions from Engine.Actor
AddToPackagesMap, AllActors, AllFrameVerts, AllLibaries, AnimEnd, AnimEndOnBone, Attach, AttachActorToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastMessage, Bump, CanReachPoint, ChildActors, ConsoleCommand, DeatachFromBone, DemoPlaySound, Destroy, Destroyed, Detach, DrawDebugBox, DrawDebugLine, DrawDebugSphere, DrawEditorSelection, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetBestTraceLineVertex, GetBoneCoords, GetBoneIndex, GetBoneName, GetBoneRotation, GetClosestVertex, GetExtent, GetHumanName, GetItemName, GetMapName, GetNextInt, GetNextIntDesc, GetNextSkin, GetSoundDuration, GetTriggerActor, GetURLMap, GetVertexCount, GetVertexPos, HasAnim, HitWall, HurtRadius, IntDescIterator, InterpolateEnd, IsAnimating, IsInPackageMap, KillCredit, KilledBy, Landed, LinkSkelAnim, LoopAnim, LostChild, MakeNoise, MeshTrace, Move, MoveSmooth, NativeExec, NotifyLevelChange, NotifyPathDefine, PlayAnim, PlayerCanSeeMe, PlaySound, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTeleport, PreBeginPlay, PreTeleport, RadiusActors, RenderOverlays, RenderTexture, Reset, ResetSkeletalMesh, SetBase, SetBonePosition, SetBoneRoot, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, SkelPlayAnim, Sleep, Spawn, SpawnAct, Spawned, SpecialHandling, StopSkelAnim, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TraceSurfHitInfo, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnTouch, UnTrigger, UnTriggerEvent, VisibleActors, VisibleCollidingActors, WriteDeathMessage, ZoneChange


Enumerations Detail

EAccelType Source code

enum EAccelType
{
ACC_Addictive, ACC_Multiply
};

EDest Source code

enum EDest
{
DEST_None, DEST_Once, DEST_Seek
};

EDestActor Source code

enum EDestActor
{
DA_Chosen, DA_Self
};

EFType Source code

enum EFType
{
FACE_None, FACE_Velocity, FACE_Actor
};

ESizeType Source code

enum ESizeType
{
ST_Normal, ST_Grow, ST_Shrink, ST_Cycle
};

ESizing Source code

enum ESizing
{
SIZING_Infinity, SIZING_UserDecided
};

ESpawnStyle Source code

enum ESpawnStyle
{
SS_BindToParticle, SS_StayStill
};

ESType Source code

enum ESType
{
ST_Normal, ST_Box, ST_Sphere, ST_Cylindrical
};

ETAnim Source code

enum ETAnim
{
AN_PlayOnce, AN_Loop
};


Structures Detail

SAdvanced Source code

struct SAdvanced
{
var(UIParticleSystem) bool bUseParticleClass;
var(UIParticleSystem) class<UIBasicParticle> ParticleClass;
};


SAdvSpwn Source code

struct SAdvSpwn
{
var(UIParticleSystem) rotator AlignModifier;
var(UIParticleSystem) bool bAlignSpawnSurface;
var(UIParticleSystem) vector BoxMaxArea;
var(UIParticleSystem) vector BoxMinArea;
var(UIParticleSystem) bool bSpawnOnSurface;
var(UIParticleSystem) float CylinderHeight;
var(UIParticleSystem) float CylinderRadius;
var(UIParticleSystem) vector SpawnOffset;
var(UIParticleSystem) ESType SpawnType;
var(UIParticleSystem) float SphereRadius;
};


SAnimation Source code

struct SAnimation
{
var(UIParticleSystem) texture AnimTextures[60];
var(UIParticleSystem) bool DefineAnimationStorage;
var(UIParticleSystem) int NumOfTextures;
var(UIParticleSystem) class<UIParticleAnimationStorage> ParticleAnimationStorage;
};


SBounce Source code

struct SBounce
{
var(UIParticleSystem) float BounceModifier;
var(UIParticleSystem) int BounceNum;
var(UIParticleSystem) float BounceRatio;
var(UIParticleSystem) bool CanBounce;
var(UIParticleSystem) bool EndlessBounce;
};


SBuoyance Source code

struct SBuoyance
{
var(UIParticleSystem) bool CanBuoyance;
var(UIParticleSystem) float ParticleBuoyancy;
var(UIParticleSystem) float ParticleMass;
var(UIParticleSystem) bool SoundWhenHitWater;
var(UIParticleSystem) bool SplashWhenHitWater;
};


SCollision Source code

struct SCollision
{
var(UIParticleSystem) bool BlockActors;
var(UIParticleSystem) bool BlockPlayers;
var(UIParticleSystem) bool bOverrideWaterEntryEffect;
var(UIParticleSystem) bool bOverrideWaterEntrySound;
var(UIParticleSystem) bool bSpawnEffectOnDestroy;
var(UIParticleSystem) bool bSpawnLandEffect;
var(UIParticleSystem) bool CollideWithActors;
var(UIParticleSystem) class<actor> DestroyEffect;
var(UIParticleSystem) bool DestroyWhenColideWorld;
var(UIParticleSystem) bool DestroyWhenLand;
var(UIParticleSystem) bool DestroyWhenTouch;
var(UIParticleSystem) bool DestroyWhenTouchWater;
var(UIParticleSystem) class<actor> LandEffect;
var(UIParticleSystem) bool ParticleCollideWorld;
var(UIParticleSystem) float ParticleCollisonHeight;
var(UIParticleSystem) float ParticleCollisonRadius;
var(UIParticleSystem) bool ParticlesUseCollision;
var(UIParticleSystem) bool StickToPawn;
var(UIParticleSystem) bool StickToWall;
var(UIParticleSystem) bool StopWhenTouchPawn;
var(UIParticleSystem) bool StopWhenTouchWall;
var(UIParticleSystem) class<actor> WaterEntryActor;
var(UIParticleSystem) sound WaterEntrySound;
};


SDamage Source code

struct SDamage
{
var(UIParticleSystem) bool FlockPawnTakeDamage;
var(UIParticleSystem) int MomentumTransfer;
var(UIParticleSystem) bool OtherActorTakeDamage;
var(UIParticleSystem) int ParticleDamage;
var(UIParticleSystem) name ParticleDamageType;
var(UIParticleSystem) bool ParticleGivesDamage;
var(UIParticleSystem) bool PlayerTakeDamage;
var(UIParticleSystem) bool ScriptedPawnTakeDamage;
};


SDecal Source code

struct SDecal
{
var(UIParticleSystem) bool bLimitDecals;
var(UIParticleSystem) class<decal> ParticleDecal;
var(UIParticleSystem) float ParticleDecalSize;
var(UIParticleSystem) texture ParticleDecalTexture;
var(UIParticleSystem) bool ParticleSpawnDecal;
};


SDest Source code

struct SDest
{
var(UIParticleSystem) bool bForceFollow;
var(UIParticleSystem) actor Destination;
var(UIParticleSystem) EDestActor DestinationActor;
var(UIParticleSystem) EDest DestinationType;
};


SDisplay Source code

struct SDisplay
{
var(UIParticleSystem) bool bParticleCastShadow;
var(UIParticleSystem) bool bParticleMeshEnviroMap;
var(UIParticleSystem) bool bUnlitParticle;
var(UIParticleSystem) bool bUseMesh;
var(UIParticleSystem) bool bUseRandomTexture;
var(UIParticleSystem) bool bUseSpriteAnimation;
var(UIParticleSystem) ERenderStyle ParticleStyle;
var(UIParticleSystem) texture ParticleTexture;
var(UIParticleSystem) mesh PraticleMesh;
};


SFading Source code

struct SFading
{
var(UIParticleSystem) bool CanFadeIn;
var(UIParticleSystem) bool CanFadeOut;
var(UIParticleSystem) float FadeInScaleFactor;
var(UIParticleSystem) float FadeInTime;
var(UIParticleSystem) float FadeOutScaleFactor;
var(UIParticleSystem) float FadeOutTime;
var(UIParticleSystem) float InitailScaleGlow;
};


SGlobal Source code

struct SGlobal
{
var(UIParticleSystem) vector BaseSpeed;
var(UIParticleSystem) bool bDefineSpeedAsVector;
var(UIParticleSystem) float ParticleLifeTime;
var(UIParticleSystem) float ParticleLifeTimeVariance;
var(UIParticleSystem) float ParticleSpeed;
var(UIParticleSystem) float SpeedVariance;
var(UIParticleSystem) float SprayFactor;
var(UIParticleSystem) float SprayFactorVariance;
};


SLight Source code

struct SLight
{
var(UIParticleSystem) bool CastLight;
};


SLightColor Source code

struct SLightColor
{
var(UIParticleSystem) byte ParticleLightBrightness;
var(UIParticleSystem) byte ParticleLightHue;
var(UIParticleSystem) byte ParticleLightSaturation;
};


SLighting Source code

struct SLighting
{
var(UIParticleSystem) byte ParticleLightCone;
var(UIParticleSystem) ELightEffect ParticleLightEffect;
var(UIParticleSystem) byte ParticleLightPeriod;
var(UIParticleSystem) byte ParticleLightPhase;
var(UIParticleSystem) byte ParticleLightRadius;
var(UIParticleSystem) ELightType ParticleLightType;
var(UIParticleSystem) byte ParticleVolumeBrightness;
var(UIParticleSystem) byte ParticleVolumeFog;
var(UIParticleSystem) byte ParticleVolumeRadius;
};


SMain Source code

struct SMain
{
var(UIParticleSystem) vector BaseSpeed;
var(UIParticleSystem) bool bDefineSpeedAsVector;
var(UIParticleSystem) bool bForceGlobalSettings;
var(UIParticleSystem) bool bMoveSmooth;
var(UIParticleSystem) bool bUseParticleRotation;
var(UIParticleSystem) float ParticleLifeTime;
var(UIParticleSystem) float ParticleLifeTimeVariance;
var(UIParticleSystem) rotator ParticleRotation;
var(UIParticleSystem) float ParticleSlowingDownFactor;
var(UIParticleSystem) float ParticleSpeed;
var(UIParticleSystem) float SpeedVariance;
var(UIParticleSystem) float SprayFactor;
var(UIParticleSystem) float SprayFactorVariance;
};


SMesh Source code

struct SMesh
{
var(UIParticleSystem) name AnimationName;
var(UIParticleSystem) float AnimationRate;
var(UIParticleSystem) ETAnim AnimationType;
var(UIParticleSystem) bool bAnimatedMesh;
var(UIParticleSystem) EFType FaceObject;
var(UIParticleSystem) actor LookTarget;
var(UIParticleSystem) rotator MeshRotationRate;
var(UIParticleSystem) float TweenRate;
};


SMisc Source code

struct SMisc
{
var(UIParticleSystem) bool bUseDistanceCulling;
var(UIParticleSystem) float ParticlesBounce_Max;
var(UIParticleSystem) float ParticlesBounce_Min;
var(UIParticleSystem) bool ParticlesFixedTrailer;
var(UIParticleSystem) float ParticlesJerkyness;
var(UIParticleSystem) bool ParticlesUseJerkyness;
var(UIParticleSystem) float PartVisibilityHeight;
var(UIParticleSystem) float PartVisibilityRadius;
};


SPPhysics Source code

struct SPPhysics
{
var(UIParticleSystem) vector AccelerateFactor;
var(UIParticleSystem) EAccelType AccelerationType;
var(UIParticleSystem) bool bCanAccelerate;
var(UIParticleSystem) EPhysics ParticlePhysics;
var(UIParticleSystem) vector TerminalVelocity;
};


SRot Source code

struct SRot
{
var(UIParticleSystem) bool bAlignRotator;
var(UIParticleSystem) bool bForceRndRot;
var(UIParticleSystem) bool bRandomizeRotation;
var(UIParticleSystem) bool bRandPitch;
var(UIParticleSystem) bool bRandRoll;
var(UIParticleSystem) bool bRandYaw;
var(UIParticleSystem) rotator MaxRotation;
var(UIParticleSystem) rotator MinRotation;
};


SSize Source code

struct SSize
{
var(UIParticleSystem) float MaxSize;
var(UIParticleSystem) float MinSize;
var(UIParticleSystem) float ParticleDrawScale;
var(UIParticleSystem) float ParticleDrawScaleVariance;
var(UIParticleSystem) float ParticleGrowth;
var(UIParticleSystem) float ParticleShrink;
var(UIParticleSystem) ESizeType SizeType;
var(UIParticleSystem) ESizing Sizing;
};


SSound Source code

struct SSound
{
var(UIParticleSystem) sound BornSound;
var(UIParticleSystem) sound DyingSound;
var(UIParticleSystem) sound FlyingSound;
var(UIParticleSystem) sound HittingSound;
var(UIParticleSystem) sound LandingSound;
var(UIParticleSystem) bool ParticleSoundbNoOverride;
var(UIParticleSystem) float ParticleSoundPitch;
var(UIParticleSystem) float ParticleSoundRadius;
var(UIParticleSystem) ESoundSlot ParticleSoundSlot;
var(UIParticleSystem) float ParticleSoundVolume;
var(UIParticleSystem) sound TouchingSound;
};


SSpawnEffect Source code

struct SSpawnEffect
{
var(UIParticleSystem) bool bUseSpawnEffect;
var(UIParticleSystem) class<Actor> SpawnedEffect;
var(UIParticleSystem) ESpawnStyle SpawnStyle;
};


SSpawnPlace Source code

struct SSpawnPlace
{
var(UIParticleSystem) bool bUseOwnEffectArea;
var(UIParticleSystem) vector OwnEffectArea;
};


SVelocity Source code

struct SVelocity
{
var(UIParticleSystem) bool bLoop;
var(UIParticleSystem) bool bUseInvertVelocity;
var(UIParticleSystem) float InvertDelay;
var(UIParticleSystem) bool InvertX;
var(UIParticleSystem) bool InvertY;
var(UIParticleSystem) bool InvertZ;
};



Functions Detail

Jiiter Source code

simulated function int Jiiter ( float max) )

RandFloat Source code

simulated function int RandFloat ( float max) )

RotateVector Source code

simulated function vector RotateVector ( rotator VRotation, vector VOffset) )


Defaultproperties

defaultproperties
{
}

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Creation time: zo 11-11-2012 21:14:14.162 - Created with UnCodeX