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UE2:SceneManager (U2XMP)

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U2XMP Object >> Actor >> Info >> SceneManager

Contents

Package: 
Engine
This class in other games:
U2, UE2Runtime, UT2003, UT2004

SceneManager

Manages a matinee scene. Contains a list of action items that will be played out in order.

[edit] Properties

[edit] Property group 'SceneManager'

[edit] Actions

Type: array<MatAction>

Modifiers: export, editinline


[edit] Affect

Type: EAffect

Modifiers: config


[edit] AffectedActor

Type: Actor

The name of the actor which will follow the matinee path (if Affect==AFFECT_Actor)

[edit] bCinematicView

Type: bool

Should the screen go into letterbox mode when playing this scene?

[edit] bLooping

Type: bool

If this is TRUE, the path will looping endlessly

[edit] PawnPhysics

Type: bool

NEW (PWC) 2002.9.21 setting this to true when in AFFECT_Actor causes the pawn to be shootable

[edit] SceneEndedPlayerFocusTag

Type: name

NEW (mdf) tag of actor player should be looking at when cutscene ends

[edit] Internal variables

[edit] bIsRunning

Type: bool

If TRUE, this scene is executing.

[edit] bIsSceneStarted

Type: bool

If TRUE, the scene has been initialized and is running

[edit] CamOrientation

Type: Orientation

The current camera orientation

[edit] CurrentAction

Type: MatAction

The currently executing action

[edit] CurrentTime

Type: float

Keeps track of the current time using the DeltaTime passed to Tick

[edit] OldbIgnoreImpactForces

Type: bool

NEW (PWC) 2002.10.4 if using AFFECT_Actor used to restore the pawn's bIgnoreImpactForces after scene ends

[edit] OldFallingMaxVelocityZ

Type: float

NEW (PWC) 2002.9.21 if using AFFECT_Actor used to restore the pawn's falling speed after scene ends

[edit] OldPawn

Type: Pawn

The pawn we need to repossess when scene is over

[edit] OldPhysics

Type: Actor.EPhysics


[edit] PctSceneComplete

Type: float

How much of the scene has finished running

[edit] PrevOrientation

Type: Orientation


[edit] SampleLocations

Type: array<Object.Vector>

Sampled locations for camera movement

[edit] SceneSpeed

Type: float


Default value: 1.0

[edit] SubActions

Type: array<MatSubAction>

The list of sub actions which will execute during this scene

[edit] TotalSceneTime

Type: float

The total time the scene will take to run (in seconds)

[edit] Viewer

Type: Actor

The actor viewing this scene (the one being affected by the actions)

[edit] Default values

Property Value
Texture Texture'Engine.S_SceneManager'

[edit] Enums

[edit] EAffect

AFFECT_ViewportCamera 
AFFECT_Actor 

[edit] Structs

[edit] Orientation

Object.ECamOrientation CamOrientation 
Actor LookAt 
float EaseIntime 
int bReversePitch 
int bReverseYaw 
int bReverseRoll 
int MA 
float PctInStart 
float PctInEnd 
float PctInDuration 
Object.Rotator StartingRotation 

[edit] Functions

[edit] Native functions

[edit] GetTotalSceneTime

native function float GetTotalSceneTime ()


[edit] Events

[edit] BeginPlay

simulated event BeginPlay ()

Overrides: Actor.BeginPlay


[edit] SceneEnded

event SceneEnded ()


[edit] SceneStarted

event SceneStarted ()


[edit] Other instance functions

[edit] StopScene

function StopScene ()


[edit] Trigger

function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Actor.Trigger


[edit] States

[edit] TriggerToggle

[edit] TriggerToggle.Trigger

function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Trigger (global)


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