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UE3:InterpActor (UT3)

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UT3 Object >> Actor >> DynamicSMActor >> InterpActor

Contents

Package: 
Engine
This class in other games:
UDK

dynamic static mesh actor intended to be used with Matinee replaces movers Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

[edit] Properties

[edit] Property group 'InterpActor'

[edit] bContinueOnEncroachPhysicsObject

Type: bool

if set, this mover keeps going if it encroaches an Actor in PHYS_RigidBody.

Default value: True

[edit] bDestroyProjectilesOnEncroach

Type: bool

if set this mover blows up projectiles when it encroaches them

Default value: True

[edit] bStopOnEncroach

Type: bool

true by default, prevents mover from completing the movement that would leave it encroaching another actor

Default value: True

[edit] ClosedSound

Type: SoundCue

sound played when mover finished moving backward

[edit] CloseSound

Type: SoundCue

sound played when the mover is interpolated in reverse

[edit] ClosingAmbientSound

Type: SoundCue

looping sound while closing

[edit] OpenedSound

Type: SoundCue

sound played when mover finished moving forward

[edit] OpeningAmbientSound

Type: SoundCue

looping sound while opening

[edit] OpenSound

Type: SoundCue

sound played when the mover is interpolated forward

[edit] Internal variables

[edit] AmbientSoundComponent

Type: AudioComponent

component for looping sounds

[edit] bIsLift

Type: bool

If true, have a liftcenter associated with this interpactor, so it is being used as a lift

[edit] bMonitorMover

Type: bool

true when AI is waiting for us to finish moving

[edit] bMonitorZVelocity

Type: bool

if true, call MoverFinished() event on all Controllers with us as their PendingMover when we reach peak Z velocity

[edit] MaxZVelocity

Type: float

set while monitoring lift movement

[edit] MyMarker

Type: NavigationPoint

NavigationPoint associated with this actor for sending AI related notifications (could be a LiftCenter or DoorMarker)

[edit] StayOpenTime

Type: float

delay after mover finishes interpolating before it notifies any mover events

[edit] Default values

Property Value
bAlwaysRelevant True
bBlocksTeleport True
bNoDelete True
bOnlyDirtyReplication True
NetPriority 2.7
NetUpdateFrequency 1.0
Physics PHYS_Interpolating
RemoteRole ROLE_None
SupportedEvents[3] Class'Engine.SeqEvent_Mover'
SupportedEvents[4] Class'Engine.SeqEvent_TakeDamage'

[edit] Subobjects

[edit] MyLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: DynamicSMActor.MyLightEnvironment

No new values.

[edit] StaticMeshComponent0

Class: Engine.StaticMeshComponent

Inherits from: DynamicSMActor.StaticMeshComponent0

Property Value
RBCollideWithChannels
Member Value
Default True
WireframeColor
Member Value
A 255
B 255
G 0
R 255

[edit] Structs

[edit] CheckpointRecord

Data relevant to checkpoint save/load, see CreateCheckpointRecord/ApplyCheckpointRecord below

Object.Vector Location 
Object.Rotator Rotation 
bool bIsShutdown 

[edit] Functions

[edit] Events

[edit] Attach

event Attach (Actor Other)

Overrides: DynamicSMActor.Attach

If pawn is attached while asleep, turn off physics while pawn is on it

[edit] Detach

event Detach (Actor Other)

Overrides: DynamicSMActor.Detach

If pawn is detached, turn back on physics (make sure no other pawns are based on it)

[edit] EncroachingOn

event bool EncroachingOn (Actor Other)

Overrides: Actor.EncroachingOn

(Description copied from Actor.EncroachingOn)
called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to

Returns:

true to abort the move, false to allow it

Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch

[edit] InterpolationChanged

simulated event InterpolationChanged (SeqAct_Interp InterpAction)

Overrides: Actor.InterpolationChanged

(Description copied from Actor.InterpolationChanged)
called when a SeqAct_Interp action affecting this Actor received an event that changed its properties (paused, reversed direction, etc)

Parameters:

  • InterpAction - the SeqAct_Interp that is affecting the Actor

Note: this function is called on clients for actors that are interpolated clientside via MatineeActor

[edit] InterpolationFinished

simulated event InterpolationFinished (SeqAct_Interp InterpAction)

Overrides: Actor.InterpolationFinished

(Description copied from Actor.InterpolationFinished)
called when a SeqAct_Interp action finished interpolating this Actor

Parameters:

  • InterpAction - the SeqAct_Interp that was affecting the Actor

Note: this function is called on clients for actors that are interpolated clientside via MatineeActor

[edit] InterpolationStarted

simulated event InterpolationStarted (SeqAct_Interp InterpAction)

Overrides: Actor.InterpolationStarted

(Description copied from Actor.InterpolationStarted)
called when a SeqAct_Interp action starts interpolating this Actor via matinee

Parameters:

  • InterpAction - the SeqAct_Interp that is affecting the Actor

Note: this function is called on clients for actors that are interpolated clientside via MatineeActor

[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: DynamicSMActor.PostBeginPlay


[edit] RanInto

event RanInto (Actor Other)

Overrides: Actor.RanInto


[edit] Other instance functions

[edit] ApplyCheckpointRecord

function ApplyCheckpointRecord (const out CheckpointRecord Record)


[edit] CreateCheckpointRecord

function CreateCheckpointRecord (out CheckpointRecord Record)

Called when this actor is being saved in a checkpoint, records pertinent information for restoration via ApplyCheckpointRecord.

[edit] FinishedOpen

function FinishedOpen ()

called on a timer StayOpenTime seconds after the mover has finished opening (forward matinee playback)

[edit] PlayMovingSound

simulated function PlayMovingSound (bool bClosing)


[edit] Restart

function Restart ()

checks if anything is still attached to the mover, and if so notifies Kismet so that it may restart it if desired