Gah - a solution with more questions. – EntropicLqd

Difference between revisions of "UE1:Object (UT)"

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| package = Core
 
| package = Core
 
}}
 
}}
{{autogenerated}}
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The base class of the entire [[UnrealScript]] class hierarchy.
Object: The base class all objects.
+
This is a built-in Unreal class and it shouldn't be modified.
+
  
 
==Constants==
 
==Constants==
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'''Value:''' 0x00400000
 
'''Value:''' 0x00400000
  
<!-- enter constant description -->
+
Don't load for editor.
  
 
====MaxInt====
 
====MaxInt====
 
'''Value:''' 0x7fffffff
 
'''Value:''' 0x7fffffff
  
<!-- enter constant description -->
+
Maximum possible [[int]] value. <code>~MaxInt</code> is the minimum possible int value.
  
 
====Pi====
 
====Pi====
 
'''Value:''' 3.1415926535897932
 
'''Value:''' 3.1415926535897932
  
<!-- enter constant description -->
+
The approximate value of the mathematical constant [[wp:pi|π]]. (Pi)
  
 
==Properties==
 
==Properties==
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'''[[Variables#Modifiers|Modifiers]]:''' native, const, editconst
 
'''[[Variables#Modifiers|Modifiers]]:''' native, const, editconst
  
<!-- enter variable description -->
+
This object's [[class]].
  
 
====Name====
 
====Name====
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'''[[Variables#Modifiers|Modifiers]]:''' native, const, editconst
 
'''[[Variables#Modifiers|Modifiers]]:''' native, const, editconst
  
<!-- enter variable description -->
+
This object's name.
  
 
===Internal variables===
 
===Internal variables===
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'''[[Variables#Modifiers|Modifiers]]:''' native, const
 
'''[[Variables#Modifiers|Modifiers]]:''' native, const
  
<!-- enter variable description -->
+
This object's internal flags. This value is mostly constructed from the RF_* constants above.
  
 
====ObjectInternal====
 
====ObjectInternal====
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'''[[Variables#Modifiers|Modifiers]]:''' native, private, const
 
'''[[Variables#Modifiers|Modifiers]]:''' native, private, const
  
<!-- enter variable description -->
+
This array covers several native properties, which should not be available to UnrealScript.
  
 
====Outer====
 
====Outer====
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'''[[Variables#Modifiers|Modifiers]]:''' native, const
 
'''[[Variables#Modifiers|Modifiers]]:''' native, const
  
<!-- enter variable description -->
+
The object containing this object.
  
 
==Enums==
 
==Enums==
 
====ESheerAxis====
 
====ESheerAxis====
 
<!-- enter enum description -->
 
<!-- enter enum description -->
 +
;SHEER_None:
 +
;SHEER_XY:
 +
;SHEER_XZ:
 +
;SHEER_YX:
 +
;SHEER_YZ:
 +
;SHEER_ZX:
 +
;SHEER_ZY:
  
 
==Structs==
 
==Structs==
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{{code|native(118) final function '''Disable''' ([[name]]&nbsp;'''ProbeFunc''')}}
 
{{code|native(118) final function '''Disable''' ([[name]]&nbsp;'''ProbeFunc''')}}
  
<!-- enter function description -->
+
Disables a [[probe function]].
  
 
====Enable====
 
====Enable====
 
{{code|native(117) final function '''Enable''' ([[name]]&nbsp;'''ProbeFunc''')}}
 
{{code|native(117) final function '''Enable''' ([[name]]&nbsp;'''ProbeFunc''')}}
  
<!-- enter function description -->
+
Enables a [[probe function]].
  
 
====GetPropertyText====
 
====GetPropertyText====
 
{{code|native final function [[string]]&nbsp;'''GetPropertyText''' ([[string]]&nbsp;'''PropName''')}}
 
{{code|native final function [[string]]&nbsp;'''GetPropertyText''' ([[string]]&nbsp;'''PropName''')}}
  
<!-- enter function description -->
+
Returns the string representation of a property with the specified name. This may not work correctly for array properties.
  
 
====GetStateName====
 
====GetStateName====
 
{{code|native(284) final function [[name]]&nbsp;'''GetStateName''' ()}}
 
{{code|native(284) final function [[name]]&nbsp;'''GetStateName''' ()}}
  
<!-- enter function description -->
+
Returns this object's current state name. Note that [[states]] are only really supported in {{cl|Actor}} and {{cl|Console}} subclasses.
  
 
====GotoState====
 
====GotoState====
 
{{code|native(113) final function '''GotoState''' (optional&nbsp;[[name]]&nbsp;'''NewState''', optional&nbsp;[[name]]&nbsp;'''Label''')}}
 
{{code|native(113) final function '''GotoState''' (optional&nbsp;[[name]]&nbsp;'''NewState''', optional&nbsp;[[name]]&nbsp;'''Label''')}}
  
<!-- enter function description -->
+
Changes to the state with the specified name, starting execution of state code at the specified label.
  
 
====IsA====
 
====IsA====
 
{{code|native(303) final function [[bool]]&nbsp;'''IsA''' ([[name]]&nbsp;'''ClassName''')}}
 
{{code|native(303) final function [[bool]]&nbsp;'''IsA''' ([[name]]&nbsp;'''ClassName''')}}
  
<!-- enter function description -->
+
Returns whether the object's class or any of its parent classes has the specified name.
  
 
====IsInState====
 
====IsInState====
 
{{code|native(281) final function [[bool]]&nbsp;'''IsInState''' ([[name]]&nbsp;'''TestState''')}}
 
{{code|native(281) final function [[bool]]&nbsp;'''IsInState''' ([[name]]&nbsp;'''TestState''')}}
  
<!-- enter function description -->
+
Returns whether the object's current [[state]] or any of its parent states has the specified name.
  
 
====RandRange====
 
====RandRange====
 
{{code|native(1033) final function [[float]]&nbsp;'''RandRange''' ([[float]]&nbsp;'''Min''', [[float]]&nbsp;'''Max''')}}
 
{{code|native(1033) final function [[float]]&nbsp;'''RandRange''' ([[float]]&nbsp;'''Min''', [[float]]&nbsp;'''Max''')}}
  
<!-- enter function description -->
+
Returns a random number in the specified range.
  
 
====SaveConfig====
 
====SaveConfig====
 
{{code|native(536) final function '''SaveConfig''' ()}}
 
{{code|native(536) final function '''SaveConfig''' ()}}
  
<!-- enter function description -->
+
Saves the current values of this object's config and globalconfig properties to the corresponding [[INI file]].
  
 
====SetPropertyText====
 
====SetPropertyText====
 
{{code|native final function '''SetPropertyText''' ([[string]]&nbsp;'''PropName''', [[string]]&nbsp;'''PropValue''')}}
 
{{code|native final function '''SetPropertyText''' ([[string]]&nbsp;'''PropName''', [[string]]&nbsp;'''PropValue''')}}
  
<!-- enter function description -->
+
Converts and assigns the specified value to the property with the specified name. This may not work correctly for array properties.
  
 
===Events===
 
===Events===
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{{code|event '''BeginState''' ()}}
 
{{code|event '''BeginState''' ()}}
  
<!-- enter event description -->
+
Called from within {{tl|GotoState}}() right after the state was changed.
  
 
====EndState====
 
====EndState====
 
{{code|event '''EndState''' ()}}
 
{{code|event '''EndState''' ()}}
  
<!-- enter event description -->
+
Called from within {{tl|GotoState}}() right before the state is changed.
  
 
==Operators==
 
==Operators==
 
See {{cl|Object operators}}.
 
See {{cl|Object operators}}.

Latest revision as of 23:42, 12 August 2009

UT Object
Package: 
Core
Direct subclasses:
Actor, Bitmap, BrushBuilder, Canvas, Commandlet, Console, LevelSummary, ListItem, Locale, Palette, Player, RenderIterator, Subsystem, TestObj, Time, UTExtraKeyBindings, UWindowBase, WebApplication, WebRequest, WebResponse, Primitive, Sound, Font, Music
Known custom subclass:
Wormbo/SlowVacuumZone
This class in other games:
RTNP, U1, UE2Runtime, UT2003, U2, U2XMP, UT2004, UDK, UT3

The base class of the entire UnrealScript class hierarchy.

Constants[edit]

RF_Transactional[edit]

Value: 0x00000001

Supports editor undo/redo.

RF_Public[edit]

Value: 0x00000004

Can be referenced by external package files.

RF_Transient[edit]

Value: 0x00004000

Can't be saved or loaded.

RF_NotForClient[edit]

Value: 0x00100000

Don't load for game client.

RF_NotForServer[edit]

Value: 0x00200000

Don't load for game server.

RF_NotForEdit[edit]

Value: 0x00400000

Don't load for editor.

MaxInt[edit]

Value: 0x7fffffff

Maximum possible int value. ~MaxInt is the minimum possible int value.

Pi[edit]

Value: 3.1415926535897932

The approximate value of the mathematical constant π. (Pi)

Properties[edit]

Property group 'Object'[edit]

Class[edit]

Type: Class

Modifiers: native, const, editconst

This object's class.

Name[edit]

Type: name

Modifiers: native, const, editconst

This object's name.

Internal variables[edit]

ObjectFlags[edit]

Type: int

Modifiers: native, const

This object's internal flags. This value is mostly constructed from the RF_* constants above.

ObjectInternal[edit]

Type: int

Array size: 6

Modifiers: native, private, const

This array covers several native properties, which should not be available to UnrealScript.

Outer[edit]

Type: Object

Modifiers: native, const

The object containing this object.

Enums[edit]

ESheerAxis[edit]

SHEER_None
SHEER_XY
SHEER_XZ
SHEER_YX
SHEER_YZ
SHEER_ZX
SHEER_ZY

Structs[edit]

See Object structs.

Functions[edit]

Static native functions[edit]

See Object static native functions.

Native functions[edit]

Disable[edit]

native(118) final function Disable (name ProbeFunc)

Disables a probe function.

Enable[edit]

native(117) final function Enable (name ProbeFunc)

Enables a probe function.

GetPropertyText[edit]

native final function string GetPropertyText (string PropName)

Returns the string representation of a property with the specified name. This may not work correctly for array properties.

GetStateName[edit]

native(284) final function name GetStateName ()

Returns this object's current state name. Note that states are only really supported in Actor and Console subclasses.

GotoState[edit]

native(113) final function GotoState (optional name NewState, optional name Label)

Changes to the state with the specified name, starting execution of state code at the specified label.

IsA[edit]

native(303) final function bool IsA (name ClassName)

Returns whether the object's class or any of its parent classes has the specified name.

IsInState[edit]

native(281) final function bool IsInState (name TestState)

Returns whether the object's current state or any of its parent states has the specified name.

RandRange[edit]

native(1033) final function float RandRange (float Min, float Max)

Returns a random number in the specified range.

SaveConfig[edit]

native(536) final function SaveConfig ()

Saves the current values of this object's config and globalconfig properties to the corresponding INI file.

SetPropertyText[edit]

native final function SetPropertyText (string PropName, string PropValue)

Converts and assigns the specified value to the property with the specified name. This may not work correctly for array properties.

Events[edit]

BeginState[edit]

event BeginState ()

Called from within GotoState() right after the state was changed.

EndState[edit]

event EndState ()

Called from within GotoState() right before the state is changed.

Operators[edit]

See Object operators.