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UE3:InterpActor (UT3)
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| Object >> Actor >> DynamicSMActor >> InterpActor |
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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 |
|
||||||||||
| WireframeColor |
|
[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
Overrides: DynamicSMActor.Attach
If pawn is attached while asleep, turn off physics while pawn is on it
[edit] Detach
Overrides: DynamicSMActor.Detach
If pawn is detached, turn back on physics (make sure no other pawns are based on it)
[edit] EncroachingOn
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
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
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
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
Overrides: DynamicSMActor.PostBeginPlay
[edit] RanInto
Overrides: Actor.RanInto
[edit] Other instance functions
[edit] ApplyCheckpointRecord
[edit] CreateCheckpointRecord
Called when this actor is being saved in a checkpoint, records pertinent information for restoration via ApplyCheckpointRecord.
[edit] FinishedOpen
called on a timer StayOpenTime seconds after the mover has finished opening (forward matinee playback)
[edit] PlayMovingSound
[edit] Restart
checks if anything is still attached to the mover, and if so notifies Kismet so that it may restart it if desired
