Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
Legacy:TriggeredCondition
From Unreal Wiki, The Unreal Engine Documentation Site
This actor saves the "trigger state" of an event for use together with the ACTION_IfCondition action for AIScripts (ScriptedSequences, UnrealScriptedSequences or ScriptedTriggers).
Contents
Properties[edit]
Events (Inherited from Actor)[edit]
- bool Tag
- The name of the event that should be watched.
Main[edit]
- bool bEnabled
- Specifies, whether the condition is currently enabled.
- bool bToggled
- When set to
True
, the condition's state is toggled each time the event is triggered. Otherwise the condition's state is set to the opposite of its default value when the event is triggered. - bool bTriggerControlled
- When set to
True
, the condition's state is reset to its initial value when the event is untriggered. Otherwise untriggering has no effect.
Hidden[edit]
- bool bInitialValue
- Stores the initial value of bEnabled.
Methods[edit]
- PostBeginPlay()
- Saves the initial value of bEnabled in bInitialValue.
- Reset()
- Restores the initial value of bEnabled. (UT2004 only)
- Trigger( Actor Other, Pawn EventInstigator )
- If bToggled is True, the value of bEnabled is toggled, otherwise it is set to the opposite value of bInitialValue, the value set by the mapper.
- UnTrigger( Actor Other, Pawn EventInstigator )
- If bTriggerControlled is True, the value of bEnabled is reset to the value of bInitialValue.
Related Topics[edit]
- Proximity- and damage-triggered doors – A tutorial that uses a TriggeredCondition.
- Trigger Systems