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UE3:Trigger (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents |
- Package:
- Engine
- Direct subclasses:
- TriggerStreamingLevel, Trigger_Dynamic, Trigger_LOS
- This class in other games:
- RTNP, U1, U2, U2XMP, UE2Runtime, UT, UT2003, UT2004, UT3
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An actor used to generate collision events (touch/untouch), and interactions events (ue) as inputs into the scripting system.
[edit] Properties
[edit] Property group 'Trigger'
[edit] AITriggerDelay
Type: float
how long bRecentlyTriggered should stay set after each triggering
Default value: 2.0
[edit] CylinderComponent
Type: CylinderComponent
Modifiers: editconst, const
Base cylinder component for collision
Default value: CylinderComponent'CollisionCylinder'
[edit] Internal variables
[edit] bRecentlyTriggered
Type: bool
for AI, true if we have been recently triggered (so AI doesn't try to trigger it again)
[edit] Default values
| Property | Value |
|---|---|
| bCollideActors | True |
| bHidden | True |
| bNoDelete | True |
| bProjTarget | True |
| CollisionComponent | CylinderComponent'CollisionCylinder' |
| CollisionType | COLLIDE_CustomDefault |
| Components[0] | SpriteComponent'Sprite' |
| Components[1] | CylinderComponent'CollisionCylinder' |
| SupportedEvents[4] | Class'Engine.SeqEvent_Used' |
[edit] Subobjects
[edit] CollisionCylinder
Class: Engine.CylinderComponent
| Property | Value |
|---|---|
| CollideActors | True |
| CollisionHeight | 40.0 |
| CollisionRadius | 40.0 |
| ReplacementPrimitive | None |
[edit] Sprite
Class: Engine.SpriteComponent
| Property | Value |
|---|---|
| AlwaysLoadOnClient | False |
| AlwaysLoadOnServer | False |
| ReplacementPrimitive | None |
| Sprite | Texture2D'EditorResources.S_Trigger' |
[edit] Structs
[edit] CheckpointRecord
- bool bCollideActors
[edit] Functions
[edit] Events
[edit] Touch
Overrides: Actor.Touch
[edit] Other instance functions
[edit] ApplyCheckpointRecord
[edit] CreateCheckpointRecord
[edit] NotifyTriggered
called when this trigger has successfully been used to activate a Kismet event
[edit] ShouldSaveForCheckpoint
[edit] StopsProjectile
Overrides: Actor.StopsProjectile
