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UE3:UTOnslaughtNodeTeleporter (UT3)

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UT3 Object >> Actor >> NavigationPoint >> UTOnslaughtNodeTeleporter
Package: 
UTGame
Direct subclass:
UTOnslaughtNodeTeleporter_Content

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

ActiveSound[edit]

Type: SoundCue


AmbientEffect[edit]

Type: ParticleSystemComponent

component that plays ambient effects for the node teleporter's current state

AmbientSoundComponent[edit]

Type: AudioComponent


bDrawUseTeleporterMessage[edit]

Type: bool

Should we draw the tooltip for the teleporter

bForceStaticCapture[edit]

Type: bool


bRealtimeCapture[edit]

Type: bool

Modifiers: globalconfig


ConstructedSound[edit]

Type: SoundCue


DrawTeleporterTooltipDistSq[edit]

Type: float

Distance check to draw the teleporter use tooltip

Default value: 21025.0

FloorMaterialInstance[edit]

Type: MaterialInstanceConstant


FloorMesh[edit]

Type: StaticMeshComponent


LastDestination[edit]

Type: Actor

Modifiers: repnotify

last destination this teleporter sent someone to. The portal is set to view through this actor.

NeutralEffectTemplate[edit]

Type: ParticleSystem

base ambient effects

NeutralFloorColor[edit]

Type: Object.LinearColor


Default value:

Member Value
A 1.0
B 0.0
G 0.0
R 0.0

PortalCaptureComponent[edit]

Type: SceneCapture2DComponent

the component that captures the portal scene

PortalEffect[edit]

Type: ParticleSystemComponent

component that plays the render-to-texture portal effect

PortalMaterial[edit]

Type: MaterialInterface

materials for the portal effect

PortalMaterialInstance[edit]

Type: MaterialInstanceConstant


TeamEffectTemplates[edit]

Type: array<ParticleSystem>


TeamFloorColors[edit]

Type: array<Object.LinearColor>


TeamNum[edit]

Type: byte

Modifiers: repnotify

current team owner

TeamPortalEffectTemplates[edit]

Type: array<ParticleSystem>

teamcolored templates for portal effect

ToolTipIconCoords[edit]

Type: UIRoot.TextureCoordinates

Coordinates for the tooltip textures

Default value:

Member Value
U 889.0
UL 62.0
V 115.0
VL 43.0

Default values[edit]

Property Value
CollisionType COLLIDE_CustomDefault

Subobjects[edit]

Arrow[edit]

Class: Engine.ArrowComponent

Inherits from: NavigationPoint.Arrow

No new values.

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: NavigationPoint.CollisionCylinder

No new values.

PathRenderer[edit]

Class: Engine.PathRenderingComponent

Inherits from: NavigationPoint.PathRenderer

No new values.

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite

No new values.

Sprite2[edit]

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite2

No new values.

Functions[edit]

Events[edit]

Attach[edit]

simulated event Attach (Actor Other)

Overrides: Actor.Attach


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PostRenderFor[edit]

simulated event PostRenderFor (PlayerController PC, Canvas Canvas, Object.Vector CameraPosition, Object.Vector CameraDir)

Overrides: Actor.PostRenderFor

Script function called by NativePostRenderFor().

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


ScriptGetTeamNum[edit]

simulated event byte ScriptGetTeamNum ()

Overrides: Actor.ScriptGetTeamNum


Other instance functions[edit]

SendUseMessage[edit]

simulated function SendUseMessage ()

sends 'Press use to node teleport' message to all local players standing on us

SetAmbientSound[edit]

simulated function SetAmbientSound (SoundCue NewAmbientSound)


SetLastDestination[edit]

simulated function SetLastDestination (Actor NewLastDestination)


SetTeamNum[edit]

function SetTeamNum (byte NewTeamNum)


TurnOff[edit]

function TurnOff ()

called when this node teleporter is associated with a disabled node

UpdateTeamEffects[edit]

simulated function UpdateTeamEffects ()


UsedBy[edit]

function bool UsedBy (Pawn User)

Overrides: Actor.UsedBy

(Description copied from Actor.UsedBy)
Called when being activated by the specified pawn. Default implementation searches for any SeqEvent_Used and activates them.

Returns:

true to indicate this actor was activated