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From Unreal Wiki, The Unreal Engine Documentation Site
- When the Destroy() function is called, several other UnrealScript events get called as well before code execution continues after the call to ...g_Actors_And_Objects|new keyword]] about making sure your objects are safe for garbage collection. ...2 KB (402 words) - 22:05, 8 April 2016
- Starting with [[Unreal Engine 3]] The UnrealScript compiler now supports a [[wp:preprocessor|preprocessor]]. The preprocessor works much like the C++ preprocessor and is perfect for supporting conditional compilation via macros. ...6 KB (981 words) - 17:47, 6 April 2011
- Special keywords in [[Legacy:UnrealScript|UnrealScript]]. ...be executed, if not the non-state version of the function will be searched for in the superclasses. ...10 KB (1,541 words) - 13:00, 17 January 2016
- The [[extends clause]] is mandatory for all classes, except the [[Object]] class, which is the root of the class hi ...p>: This class should not be exported to [[UCL file]]s. Only has an effect for classes that are exported by default. ...10 KB (1,559 words) - 18:22, 28 January 2013
- When writing [[UnrealScript]] code, not all problems are caught by the compiler. Certain constructs are ...doesn't execute your code, it cannot know whether it actually makes sense. For example, it is perfectly valid to write the following two lines: ...6 KB (1,010 words) - 09:24, 15 May 2011
- ...natural way of making complex object behavior manageable. However, before UnrealScript, states have not been supported at the language level, requiring developers UnrealScript supports states at the language level. ...14 KB (2,181 words) - 08:10, 11 February 2016
- ...return type is optional. Similarly, parameter declarations are the same as for regular functions. When assigning a function to the delegate, the function' ...an be used for delegate functions, but some of them don't make much sense. For example, delegates can't be '''static''' and do not support the Unreal Engi ...5 KB (731 words) - 06:25, 22 December 2012
- UnrealScript has a character string data type called '''string'''. Strings can contain a ...Unicode value of the first character of a string. There's also a function for returning a string of length 1 containing a character corresponding to a sp ...8 KB (1,205 words) - 13:51, 29 August 2015
- ...amic arrays''' are a special [[Types#Composite types|composite type]] in [[UnrealScript]] that contains a variable number of elements in a well-defined order. Thes UnrealScript's dynamic arrays are a true [[wp:dynamic array|dynamic array]] implementati ...12 KB (1,861 words) - 17:11, 15 May 2012
- ...eference. Readers of this page are invited to create pages, suggest ideas for topics or expand on what is already here. * [[Legacy:UnrealScript For Non-Programmers|UnrealScript For Non-Programmers]] – Never programmed before? You need to start somewhere. Start here. ...24 KB (3,914 words) - 23:38, 30 July 2014
- ...le of the game. Unreal Engine 3 may require the parameter <code>run</code> for non-native commandlets, e.g.: ...<code>param=value</code> options on the commandline are parsed and values for parameters matching variable names of the commandlet class are assigned to ...9 KB (937 words) - 15:57, 26 November 2012
- ==UnrealScript Language Reference == ...please start a new Wiki page on it, for example from [[Legacy:UnrealScript|UnrealScript]] or [[Legacy:Unreal Engine|Unreal Engine]], and then add a "related topics ...11 KB (1,856 words) - 12:17, 11 January 2012
- ...plicated to a client in a network game. It lists the engine events and the UnrealScript functions subsequently called by those events and gives a short description .... This check will be run for actor classes that collide with the world and for actors spawned on the server with <tt>bCollideWhenPlacing=True</tt>. ...12 KB (1,910 words) - 09:17, 23 June 2016
- ...Script]] is a strongly-typed language and has various built-in data types. UnrealScript types can be divided in three general groups: primitive types, reference ty UnrealScript has two integer types and '''int''' is the larger of them. Int values are i ...17 KB (2,692 words) - 23:57, 28 August 2015
- ...programming|Variables]] are named storage slots for pieces of data. All [[UnrealScript]] variables are [[wp:static typing|staticly-typed]], that means you can onl There are three basic types of variables in UnrealScript: ...16 KB (2,515 words) - 10:51, 16 September 2015
- ...in the beta stage when released. Since the latest (and last) Windows patch for Unreal was version 226f, which isn't compatible with the 224b Mac patch, as RTNP is the Digital Extremes 'mission pack' for Unreal. This was never released on the Mac, and unfortunately because it's ...8 KB (1,382 words) - 17:11, 13 April 2013
- ...rds|UnrealScript keywords]] rather than a function, there is no definition for New, but here's what it would look like if there were: ...explicitly setting those references to None where appropriate. Good places for this would be right after calling the Actor's Destroy() method or in the Ac ...14 KB (2,234 words) - 17:13, 21 December 2012
- ...ode can be found as UnGame.cpp in the Engine\Src directory of the UT2004 [[UnrealScript source code]] download. ...or events (UT2004)#PostLoadSavedGame|PostLoadSavedGame() event]] is called for all existing actors and all ragdolls are destroyed because their state cann ...18 KB (2,514 words) - 14:18, 9 January 2014
- A '''function''' in [[UnrealScript]] is a [[wp:subroutine|subroutine]] associated with a specific [[class]]. F ...ent''' can be used instead of '''function''' without any difference at the UnrealScript level. The '''event''' keyword will only become relevant when writing [[nat ...22 KB (3,448 words) - 22:20, 6 October 2016
- ...this interaction wants to receive events natively instead of getting its [[UnrealScript]] functions called. References the owning Viewport for local interactions. ''None'' for global interactions. ...7 KB (972 words) - 13:26, 5 January 2012