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UE3:Controller events (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
- Controller events in other games:
- UT2004, UT3
- Other member categories for this class:
- instance functions, properties
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Called when we start an AnimControl track operating on this Actor. Supplied is the set of AnimSets we are going to want to play from.
Called when the level this controller is in is unloaded via streaming.
Called when we are done with the AnimControl track.
returns the point of view of the actor. note that this doesn't mean the camera, but the 'eyes' of the actor. For example, for a Pawn, this would define the eye height location, and view rotation (which is different from the pawn rotation which has a zeroed pitch component). A camera first person view will typically use this view point. Most traces (weapon, AI) will be done from this view point.
Output: out_Rotation, view rotation of actor.
Returns Player's Point of View For the AI this means the Pawn's 'Eyes' ViewPoint For a Human player, this means the Camera's ViewPoint
Output: out_rotation, view rotation of player
called when a ReachSpec the AI wants to use is blocked by a dynamic obstruction gives the AI an opportunity to do something to get rid of it instead of trying to find another path
- BlockedBy - the object blocking the path
- true if the AI did something about the obstruction and should use the path anyway, false if the path is unusable and the bot must find some other way to go
Note: MoveTarget is the actor the AI wants to move toward, CurrentPath the ReachSpec it wants to use
Returns if controller is in combat
Returns true if controller is spectating
Called by APawn::moveToward when the point is unreachable due to obstruction or height differences.
Called when a slot is adjusted with this controller as the current owner.
Specified by: Interface_NavigationHandle.NotifyPathChanged
this event is called when an edge is deleted that this controller's handle is actively using
Play FaceFX animations on this Actor. Returns TRUE if succeeded, if failed, a log warning will be issued.
Called when our pawn reaches Controller.Destination after setting bPreciseDestination = TRUE
Called each from while the Matinee action is running, with the desired sequence name and position we want to be at.
Called each frame by Matinee to update the weight of a particular MorphNodeWeight.
Called each frame by Matinee to update the scaling on a SkelControl.
Stop any matinee FaceFX animations on this Actor.