/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ /** * This is a content only archetype object to allow artists to update explosion * content without programmer intervention */ class GameExplosionContent extends Object editinlinenew; /** TRUE to attempt to automatically do force feedback to match the camera shake */ var() const bool bAutoControllerVibration; // // Audio parameters // `if(`__TW_WWISE_) /** Audio to play at explosion time. */ var(Audio) const AkBaseSoundObject ExplosionSound; `else /** Audio to play at explosion time. */ var(Audio) const SoundCue ExplosionSound; `endif // // Camera parameters // /** TRUE to rotate CamShake to play radially relative to the explosion. Left/Right/Rear will be ignored. */ var(Camera) const bool bOrientCameraShakeTowardsEpicenter; /** Shake to play when source is in front of the camera, or when directional variants are unspecified. */ var(Camera) const CameraShake CamShake; /** Anim to play when the source event is to the left of the camera. If None, CamShake will be used instead. */ var(Camera) const CameraShake CamShake_Left; /** Anim to play when the source event is to the right of the camera. If None, CamShake will be used instead. */ var(Camera) const CameraShake CamShake_Right; /** Anim to play when the source event is behind of the camera. If None, CamShake will be used instead. */ var(Camera) const CameraShake CamShake_Rear; /** Radius within which to play full-powered camera shake (will be scaled within radius) const */ var(Camera) const float CamShakeInnerRadius; /** Between inner and outer radii, scale shake from full to zero */ var(Camera) const float CamShakeOuterRadius; /** Exponent for intensity falloff between inner and outer radii. */ var(Camera) const float CamShakeFalloff; /** Play this CameraLensEffect when ever damage of this type is given. This will primarily be used by explosions. But could be used for other impacts too! **/ var(Camera) const class CameraLensEffect; /** This is the radius to play the camera effect on **/ var(Camera) const float CameraLensEffectRadius; // // Dynamic light parameters // /** Defines the dynamic light cast by the explosion */ var(Light) const editinline PointLightComponent ExploLight; /** Dynamic Light fade out time, in seconds */ var(Light) const float ExploLightFadeOutTime; /** Defines the blurred region for the explosion */ var(Blur) const editinline RadialBlurComponent ExploRadialBlur; /** Radial blur fade out time, in seconds */ var(Blur) const float ExploRadialBlurFadeOutTime; /** Radial blur max blur amount */ var(Blur) const float ExploRadialBlurMaxBlur; // // Particle effect parameters // /** Which particle effect to play. */ var(Particle) const ParticleSystem ParticleEmitterTemplate; // // Fog volume parameters // /** The archetype that the artists set up that will be spawned with this explosion **/ var(Fog) const FogVolumeSphericalDensityInfo FogVolumeArchetype;