UE2:Actor events (UT2004)
- 1 Events
- 1.1 AnimEnd
- 1.2 Attach
- 1.3 BaseChange
- 1.4 BeginEvent
- 1.5 BeginPlay
- 1.6 BroadcastLocalizedMessage
- 1.7 Bump
- 1.8 ClientTrigger
- 1.9 Destroyed
- 1.10 Detach
- 1.11 EncroachedBy
- 1.12 EncroachingOn
- 1.13 EndedRotation
- 1.14 EndEvent
- 1.15 Falling
- 1.16 FellOutOfWorld
- 1.17 FinishedInterpolation
- 1.18 GainedChild
- 1.19 HitWall
- 1.20 KApplyForce
- 1.21 KilledBy
- 1.22 KImpact
- 1.23 KSkelConvulse
- 1.24 KUpdateState
- 1.25 KVelDropBelow
- 1.26 Landed
- 1.27 LIPSincAnimEnd
- 1.28 LostChild
- 1.29 PhysicsVolumeChange
- 1.30 PostBeginPlay
- 1.31 PostLoadSavedGame
- 1.32 PostNetBeginPlay
- 1.33 PostNetReceive
- 1.34 PostTeleport
- 1.35 PostTouch
- 1.36 PreBeginPlay
- 1.37 PreSaveGame
- 1.38 PreTeleport
- 1.39 RanInto
- 1.40 RecoverFromBadStateCode
- 1.41 RenderTexture
- 1.42 SetInitialState
- 1.43 SpecialHandling
- 1.44 TakeDamage
- 1.45 Tick
- 1.46 Timer
- 1.47 TornOff
- 1.48 Touch
- 1.49 TravelPostAccept
- 1.50 TravelPreAccept
- 1.51 Trigger
- 1.52 TriggerEvent
- 1.53 UnTouch
- 1.54 UnTrigger
- 1.55 UsedBy
- 1.56 ZoneChange
- Actor events in other games:
- RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT3, UDK
- Other member categories for this class:
- enums, instance functions, internal variables, native functions, properties
|This is an auto-generated page and may need human attention.
Please remove the
This event gets called when the animation playing on Channel has ended.
This is called when the base of this actor changes.
This event is called when a game-play starts.
This event broadcasts a localized message to all players.
This event is called when another actor bumps this one and is blocked.
This event gets called after the successful destruction of an actor.
Called when Other is taking this actor's space.
This event is called when this actor is trying to take the same space of Other.
This is called when Rotation as reached DesiredRotation. (?)
This event is called when the actor begins to fall (probably only with pawns).
This event is called when the actor gets out of the world. This can happen in Subtractive levels, where the outside of the world (called zone 0) is the space that wasn't subtracted.
This event is called when this actor becomes the owner of Other.
This event is called when the actor hits a wall.
This event is called when the actor hits the ground. (The difference between a wall and the floor is given by an angle(unknown angle value))
This event is called when this actor is no longer the owner of Other.
This event is called when the actor is changing to a new UE2:PhysicsVolume (UT2004).
This event is called after game-play begins and before replication.
This event is called after the actor has been teleported into OutTeleporter.
This event gets called after two actors touch each other and after physics are done.
This event is called before game-play starts.
This is called before the teleporter InTeleporter teleports this actor. Return false to allow this actor to be teleported, and true to prevent it from being teleported.
This event is called when Tex has this actor set as 'NotifyActor and needs to be rendered.
This event is called after PostBeginPlay to set the initial state of the actor.
This event is called every cycle of the game's main loop. DeltaTime represents how much time has passed (in seconds) since the last cycle (since the last time Tick was called).
This event gets called when SetTimer (float NewTimerRate, bool bLoop) is used. If bLoop is set to true, then this event will be called every x seconds (NewTimerRate), otherwise it only gets called once and after x seconds (NewTimerRate) have passed since the call to SetTimer. To stop the timer, one has to call SetTimer (0, false).
This event is called when another actor touches this one.
This is called when Other stops touching this actor.
This event gets called when a Player or Bot presses the Use key on this actor.
This event is called when the actor is changing to a new zone.