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Legacy:UnrealScript Entry Points/Controller Events

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< Legacy:UnrealScript Entry Points
Revision as of 20:13, 16 July 2003 by Inio (Talk) (Fixed old link in footer)

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Entry Points: Engine.Controller[edit]

event MayFall()[edit]

//return true if allowed to fall - called by engine when pawn is about to fall

event AIHearSound ()[edit]

event SoakStop()[edit]

event LongFall()[edit]

// called when latent function WaitForLanding() doesn't return after 4 seconds

event bool NotifyPhysicsVolumeChange()[edit]

// notifications of pawn events (from C++). if return true, then pawn won't get notified

event bool NotifyHeadVolumeChange()[edit]

// notifications of pawn events (from C++). if return true, then pawn won't get notified

event bool NotifyLanded()[edit]

// notifications of pawn events (from C++). if return true, then pawn won't get notified

event bool NotifyHitWall()[edit]

// notifications of pawn events (from C++). if return true, then pawn won't get notified

event bool NotifyBump()[edit]

// notifications of pawn events (from C++). if return true, then pawn won't get notified

event NotifyHitMover()[edit]

event NotifyJumpApex()[edit]

event NotifyMissedJump()[edit]

event bool AllowDetourTo()[edit]

simulated event RenderOverlays()[edit]

event PrepareForMove()[edit]

event float Desireability()[edit]

event SetupSpecialPathAbilities()[edit]

// called before start of navigation network traversal to allow setup of transient navigation flags

event HearNoise()[edit]

event SeePlayer()[edit]

// called when a player (bIsPlayer==true) pawn is seen

event SeeMonster()[edit]

// called when a non-player (bIsPlayer==false) pawn is seen

event EnemyNotVisible()[edit]

event MonitoredPawnAlert()[edit]

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