Sniper and Ballistics System
Last updated
Last updated
Type
Name
Description
Access
float
CurrentZeroDistance
Current selected zero distance.
Read Only
float
BulletTimeChance
Bullet time chance percentage between [0,1].
Read-Write
float
BulletTimeVirtualTimescale
Virtual timescale used in bullet time events. It affects the bullet's interpolation speed.
Read-Write
float
BulletTimeWaitBeforeResettingTimescale
Amount of time waited before resetting timescale when bullet time path has finished.
Read-Write
float
BulletTimeWaitBeforeEnding
Amount of time waited after timescale has been reset at the end of bullet time.
Read-Write
bool
UseTracers
Enables/disables use of tracers.
Read-Write
bool
UseBulletTime
Enables/disables use of bullet time.
Read-Write
bool
UseInGameTrajectory
Enables/disables use of in-game trajectory rendering.
Read-Write
bool
BulletTimeRunning
Returns whether bullet time is active or not.
Read Only
bool
BulletTimeSkipPoint
If true, bullet will travel immediately without waiting during bullet time, until set to false.
Read-Write
EnvironmentProperties
GlobalEnvironmentProperties
Returns the current environment properties assigned to this scene.
Read Only
Type
Name
Description
Access
static float
instance
Singleton instance of this class.
Read-Only
Type
Name
Description
BulletHitEvent
EPenetrationInHit
Called when the bullet penetrates a surface.
BulletHitEvent
EPenetrationOutHit
Called when the bullet exits a penetrated surface.
BulletHitEvent
ERicochetHit
Called when the bullet ricochets off a surface.
BulletHitEvent
ENormalHit
Called when the bullet hits a surface, but doesn't penetrate or ricochet.
BulletHitEvent
EAnyHit
Called when any type of hit occurs.
BulletTimeStartEvent
EBulletTimeStarted
Called when bullet time starts.
BulletTimeUpdateEvent
EBulletTimeUpdated
Called continuously when bullet is travelling during bullet time.
BulletTimeEndEvent
EBulletTimePathFinished
Called when bullet finishes it's path to it's target in bullet time.
BulletTimeEndEvent
EBulletTimeEnded
Called after the timescale and everything is resetted, finalizing bullet time.
BulletPropertiesEvent
EBulletActivated
Called when a bullet gets activated.
ZeroDistanceEvent
EZeroDistanceChanged
Called when zero distance is cycled.
Return Type
Name
Signature
Description
void
CycleZeroDistanceUp
()
Cycles zero distance up to the next in the m_zeroDistances list.
void
CycleZeroDistanceDown
()
Cycles zero distance down to the previous in the m_zeroDistances list.
void
ActivateBullet
(BulletProperties)
Activates the given bullet properties so that it can be used in the simulation.
void
FireBallisticsBullet
(BulletProperties, Transform, Transform)
Triggers the system to fire the given bullet properties, simulating it's trajectory, triggering hit & bullet time events etc.