I'm a doctor, not a mechanic
UE2:SceneManager (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- This class in other games:
- U2, U2XMP, UE2Runtime, UT2003
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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
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] bHideHUD
Type: bool
Default value: True
[edit] bLooping
Type: bool
If this is TRUE, the path will looping endlessly
[edit] EventEnd
Type: name
Fired when the scene ends
[edit] EventStart
Type: name
Fired when the scene starts
[edit] NextSceneTag
Type: name
The tag of the next scenemanager to execute when this one finishes
[edit] PlayerScriptTag
Type: name
Tag of sequence that player's pawn should use during sequence
[edit] Internal variables
[edit] bAbortCinematic
Type: bool
Modifiers: transient
[edit] bIsRunning
Type: bool
Modifiers: transient
If TRUE, this scene is executing.
[edit] bIsSceneStarted
Type: bool
Modifiers: transient
If TRUE, the scene has been initialized and is running
[edit] CameraShake
Type: Object.Vector
Modifiers: transient
The SubActionCameraShake effect fills this var in each frame
[edit] CamOrientation
Type: Orientation
Modifiers: transient
The current camera orientation
[edit] CurrentAction
Type: MatAction
Modifiers: transient
The currently executing action
[edit] CurrentTime
Type: float
Modifiers: transient
Keeps track of the current time using the DeltaTime passed to Tick
[edit] DollyOffset
Type: Object.Vector
Modifiers: transient
How far away we are from the actor we are locked to
[edit] OldPawn
Type: Pawn
Modifiers: transient
The pawn we need to repossess when scene is over
[edit] PctSceneComplete
Type: float
Modifiers: transient
How much of the scene has finished running
[edit] PrevOrientation
Type: Orientation
Modifiers: transient
The previous orientation that was set
[edit] RotInterpolator
Type: Interpolator
Modifiers: transient
Interpolation helper for rotations
[edit] SampleLocations
Type: array<Object.Vector>
Modifiers: transient
Sampled locations for camera movement
[edit] SceneSpeed
Type: float
Modifiers: transient
Default value: 1.0
[edit] SubActions
Type: array<MatSubAction>
Modifiers: transient
The list of sub actions which will execute during this scene
[edit] TotalSceneTime
Type: float
Modifiers: transient
The total time the scene will take to run (in seconds)
[edit] Viewer
Type: Actor
Modifiers: transient
The actor viewing this scene (the one being affected by the actions)
[edit] Default values
| Property | Value |
|---|---|
| Style | STY_Sprite |
| Texture | S_SceneManager |
[edit] Enums
[edit] EAffect
- AFFECT_ViewportCamera
- AFFECT_Actor
[edit] Structs
[edit] Interpolator
[edit] Orientation
- Object.ECamOrientation CamOrientation
- Actor LookAt
- Actor DollyWith
- float EaseIntime
- int bReversePitch
- int bReverseYaw
- int bReverseRoll
- pointer MA
- float PctInStart
- float PctInEnd
- float PctInDuration
- Object.Rotator StartingRotation
[edit] Functions
[edit] Native functions
[edit] AbortScene
[edit] GetTotalSceneTime
[edit] Events
[edit] BeginPlay
Overrides: Actor.BeginPlay
[edit] SceneEnded
[edit] SceneStarted
[edit] Trigger
Overrides: Actor.Trigger
