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UE3:MatineeActor (UDK)

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UDK Object >> Actor >> MatineeActor
Package: 
Engine
This class in other games:
UT3

Actor used by matinee (SeqAct_Interp) objects to replicate activation, playback, and other relevant flags to net clients

Properties[edit]

bIsPlaying[edit]

Type: bool

properties that may change on InterpAction that we need to notify clients about, since the object's properties will not be replicated

bPaused[edit]

Type: bool

properties that may change on InterpAction that we need to notify clients about, since the object's properties will not be replicated

bReversePlayback[edit]

Type: bool

properties that may change on InterpAction that we need to notify clients about, since the object's properties will not be replicated

InterpAction[edit]

Type: SeqAct_Interp

Modifiers: const

the SeqAct_Interp associated with this actor (this is set in C++ by the action that spawns this actor) on the client, the MatineeActor will tick this SeqAct_Interp and notify the actors it should be affecting

PlayRate[edit]

Type: float


Default value: 1.0

Position[edit]

Type: float


Default value: -1.0

Default values[edit]

Property Value
bAlwaysRelevant True
bOnlyDirtyReplication True
bReplicateMovement False
bSkipActorPropertyReplication True
CollisionType COLLIDE_CustomDefault
Components[0] SpriteComponent'Sprite'
NetPriority 2.7
NetUpdateFrequency 1.0
RemoteRole ROLE_SimulatedProxy

Subobjects[edit]

Sprite[edit]

Class: Engine.SpriteComponent

Property Value
AlwaysLoadOnClient False
AlwaysLoadOnServer False
HiddenGame True
ReplacementPrimitive None

Functions[edit]

Events[edit]

Update[edit]

event Update ()


Other instance functions[edit]

CheckPriorityRefresh[edit]

function CheckPriorityRefresh ()

check if we should perform a network positional update of this matinee to make sure it's in sync even if it hasn't had significant changes because it's really important (e.g. a player is standing on it or being controlled by it)