My program doesn't have bugs. It just develops random features.
UE3:Volume (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents |
- Package:
- Engine
- Direct subclasses:
- BlockingVolume, ColorScaleVolume, CullDistanceVolume, FoliageFactory, LevelStreamingVolume, LightVolume, PhysicsVolume, PortalVolume, PostProcessVolume, RB_ForceFieldExcludeVolume, ReverbVolume, TriggerVolume, UTAreaNamingVolume, UTAutoCrouchVolume
- This class in other games:
- U2, U2XMP, UDK, UE2Runtime, UT2003, UT2004
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Volume: a bounding volume touch() and untouch() notifications to the volume as actors enter or leave it enteredvolume() and leftvolume() notifications when center of actor enters the volume pawns with bIsPlayer==true cause playerenteredvolume notifications instead of actorenteredvolume() Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] Property group 'Location'
[edit] LocationName
Type: string
Modifiers: localized
[edit] LocationPriority
Type: int
[edit] Property group 'Volume'
[edit] bForcePawnWalk
Type: bool
Should pawns be forced to walk when inside this volume?
[edit] bProcessAllActors
Type: bool
Should process all actors within this volume
[edit] Internal variables
[edit] AssociatedActor
Type: Actor
this actor gets touch() and untouch notifications as the volume is entered or left
[edit] Default values
| Property | Value |
|---|---|
| bCollideActors | True |
| bSkipActorPropertyReplication | True |
| CollisionType | COLLIDE_TouchAllButWeapons |
[edit] Subobjects
[edit] BrushComponent0
Class: Engine.BrushComponent
Inherits from: Brush.BrushComponent0
| Property | Value | ||||||
|---|---|---|---|---|---|---|---|
| AlwaysLoadOnClient | True | ||||||
| AlwaysLoadOnServer | True | ||||||
| bAcceptsLights | True | ||||||
| BlockNonZeroExtent | True | ||||||
| CollideActors | True | ||||||
| LightingChannels |
|
[edit] Functions
[edit] Native functions
[edit] Encompasses
[edit] Events
[edit] CollisionChanged
Overrides: Actor.CollisionChanged
Called when collision values change for this actor (via SetCollision/SetCollisionSize).
[edit] PostBeginPlay
Overrides: Actor.PostBeginPlay
[edit] ProcessActorSetVolume
[edit] Other instance functions
[edit] DisplayDebug
Overrides: Actor.DisplayDebug
list important Volume variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used
Parameters:
- HUD - HUD with canvas to draw on
- out_YL - Height of the current font
- out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
[edit] GetLocationStringFor
Overrides: Actor.GetLocationStringFor
[edit] OnToggle
[edit] States
[edit] AssociatedTouch
[edit] AssociatedTouch.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
[edit] AssociatedTouch.Touch
Overrides: Actor.Touch (global)
[edit] AssociatedTouch.untouch
Overrides: Actor.UnTouch (global)
