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UE3:UTVehicle_Deployable (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Deployable |
- Package:
- UTGame
- Direct subclasses:
- UTStealthVehicle, UTVehicle_Leviathan, UTVehicle_SPMA
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] Property group 'Deploy'
[edit] bAllowAbortDeploy
Type: bool
[edit] bRequireAllWheelsOnGround
Type: bool
Default value: True
[edit] MaxDeploySpeed
Type: float
Default value: 100.0
[edit] Internal variables
[edit] AnimPlay
Type: AnimNodeSequence
Helper to allow quick access to playing deploy animations
[edit] bDrawCanDeployTooltip
Type: bool
Check on timer to see if we can deploy/draw tool tip
[edit] bNotGoodArtilleryPosition
Type: bool
Set if no acceptable artillery target found
[edit] DeployAnim
Type: name
Array size: 2
[edit] DeployedEnterSound
Type: SoundCue
[edit] DeployedExitSound
Type: SoundCue
[edit] DeployedState
Type: EDeployState
Modifiers: repnotify
If true, this SPMA is deployed
[edit] DeployIconOffset
Type: float
Default value: 0.95
[edit] DeploySound
Type: SoundCue
Sounds
[edit] DeploySoundComp
Type: AudioComponent
[edit] DeployTime
Type: float
How long does it take to deploy
Default value: 2.1
[edit] GetInAnim
Type: name
Array size: 2
Animations
[edit] GetOutAnim
Type: name
Array size: 2
[edit] IdleAnim
Type: name
Array size: 2
[edit] LastDeployStartTime
Type: float
[edit] TimeSinceLastDeployCheck
Type: float
Time stamp for last deploy check
[edit] ToolTipIconCoords
Type: UIRoot.TextureCoordinates
Coordinates for the tooltip textures
[edit] UndeploySound
Type: SoundCue
[edit] UnDeployTime
Type: float
How long does it take to undeploy
Default value: 2.0
[edit] Default values
| Property | Value |
|---|---|
| StayUprightConstraintInstance | RB_ConstraintInstance'UTGame.Default__UTVehicle_Deployable:MyStayUprightConstraintInstance' |
| StayUprightConstraintSetup | RB_StayUprightSetup'UTGame.Default__UTVehicle_Deployable:MyStayUprightSetup' |
[edit] Subobjects
[edit] CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTVehicle.CollisionCylinder
No new values.
[edit] MyLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: UTVehicle.MyLightEnvironment
No new values.
[edit] MyStayUprightConstraintInstance
Class: Engine.RB_ConstraintInstance
Inherits from: UTVehicle.MyStayUprightConstraintInstance
No new values.
[edit] MyStayUprightSetup
Class: Engine.RB_StayUprightSetup
Inherits from: UTVehicle.MyStayUprightSetup
No new values.
[edit] SVehicleMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTVehicle.SVehicleMesh
No new values.
[edit] Enums
[edit] EDeployState
- EDS_Undeployed
- EDS_Deploying
- EDS_AbortDeploying
- EDS_Deployed
- EDS_UnDeploying
[edit] Functions
[edit] Events
[edit] CanDeploy
Returns:
- true if this vehicle can deploy
[edit] OnAnimEnd
Overrides: UTVehicle.OnAnimEnd
Play the ambients when an action anim finishes
[edit] PostBeginPlay
Overrides: UTVehicle.PostBeginPlay
Initialization
[edit] ReplicatedEvent
Overrides: UTVehicle.ReplicatedEvent
(Description copied from UTVehicle.ReplicatedEvent)
This event is triggered when a repnotify variable is received
Parameters:
- VarName - The name of the variable replicated
[edit] Other instance functions
[edit] AttachDriver
Overrides: UTVehicle.AttachDriver
Play Enter Animations
[edit] CanDeployedAttack
Overrides: UTVehicle.CanDeployedAttack
[edit] ChangeDeployState
[edit] DeployActivated
[edit] DeployedStateChanged
[edit] DetachDriver
Overrides: UTVehicle.DetachDriver
Play Exit Animation
[edit] DisplayHud
Overrides: UTVehicle.DisplayHud
[edit] DoJump
Overrides: Pawn.DoJump
Jump Deploys / Undeploys
[edit] GoodDefensivePosition
[edit] IsDeployed
Overrides: UTVehicle.IsDeployed
[edit] PlayAnim
[edit] ServerToggleDeploy
[edit] SetVehicleDeployed
[edit] SetVehicleUndeployed
[edit] SetVehicleUndeploying
[edit] ShouldClamp
Overrides: UTVehicle.ShouldClamp
[edit] ShouldDeployToAttack
[edit] ShouldUndeploy
[edit] StartEngineSound
Overrides: SVehicle.StartEngineSound
turns on the engine sound
[edit] StopAnim
[edit] VehiclePlayEnterSound
Overrides: SVehicle.VehiclePlayEnterSound
[edit] VehiclePlayExitSound
Overrides: SVehicle.VehiclePlayExitSound
[edit] States
[edit] Deployed
[edit] Deployed.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] Deployed.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
[edit] Deployed.CheckStability
traces down to the ground from the wheels and undeploys the vehicle if wheels are too far off the ground
[edit] Deployed.DrivingStatusChanged
Overrides: UTVehicle.DrivingStatusChanged (global)
This function is called when the driver's status has changed.
[edit] Deployed.ServerToggleDeploy
Overrides: ServerToggleDeploy (global)
[edit] Deploying
[edit] Deploying.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] Deploying.BackToUndeployed
[edit] Deploying.ServerToggleDeploy
Overrides: ServerToggleDeploy (global)
[edit] Deploying.VehicleIsDeployed
[edit] UnDeploying
Modifiers: simulated
[edit] UnDeploying.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] UnDeploying.ServerToggleDeploy
Overrides: ServerToggleDeploy (global)
