My program doesn't have bugs. It just develops random features.

Difference between revisions of "UE2:Actor events (UT2004)"

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(AnimEnd)
(Tick)
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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).
  
 
====Timer====
 
====Timer====

Revision as of 03:46, 4 July 2012

UT2004 Object >> Actor (events)
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

Events

AnimEnd

event AnimEnd (int Channel)

This event gets called when the animation playing on Channel has ended.

Attach

event Attach (Actor Other)


BaseChange

event BaseChange ()


BeginEvent

event BeginEvent ()


BeginPlay

event BeginPlay ()


BroadcastLocalizedMessage

event BroadcastLocalizedMessage (class<LocalMessageMessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)


Bump

event Bump (Actor Other)


ClientTrigger

event ClientTrigger ()


Destroyed

event Destroyed ()


Detach

event Detach (Actor Other)


EncroachedBy

event EncroachedBy (Actor Other)


EncroachingOn

event bool EncroachingOn (Actor Other)


EndedRotation

event EndedRotation ()


EndEvent

event EndEvent ()


Falling

event Falling ()


FellOutOfWorld

simulated event FellOutOfWorld (eKillZType KillType)


FinishedInterpolation

event FinishedInterpolation ()


GainedChild

event GainedChild (Actor Other)


HitWall

event HitWall (Object.Vector HitNormal, Actor HitWall)


KApplyForce

event KApplyForce (out Object.Vector Force, out Object.Vector Torque)


KilledBy

event KilledBy (Pawn EventInstigator)


KImpact

event KImpact (Actor other, Object.Vector pos, Object.Vector impactVel, Object.Vector impactNorm)


KSkelConvulse

event KSkelConvulse ()


KUpdateState

event bool KUpdateState (out KRigidBodyState newState)


KVelDropBelow

event KVelDropBelow ()


Landed

event Landed (Object.Vector HitNormal)


LIPSincAnimEnd

event LIPSincAnimEnd ()


LostChild

event LostChild (Actor Other)


PhysicsVolumeChange

event PhysicsVolumeChange (PhysicsVolume NewVolume)


PostBeginPlay

event PostBeginPlay ()


PostLoadSavedGame

event PostLoadSavedGame ()


PostNetBeginPlay

event PostNetBeginPlay ()


PostNetReceive

event PostNetReceive ()


PostTeleport

event PostTeleport (Teleporter OutTeleporter)


PostTouch

event PostTouch (Actor Other)


PreBeginPlay

event PreBeginPlay ()


PreSaveGame

event PreSaveGame ()


PreTeleport

event bool PreTeleport (Teleporter InTeleporter)


RanInto

event RanInto (Actor Other)


RecoverFromBadStateCode

event RecoverFromBadStateCode ()


RenderTexture

event RenderTexture (ScriptedTexture Tex)


SetInitialState

simulated event SetInitialState ()


SpecialHandling

event Actor SpecialHandling (Pawn Other)


TakeDamage

event TakeDamage (int Damage, Pawn EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)


Tick

event Tick (float DeltaTime)

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).

Timer

event Timer ()


TornOff

event TornOff ()


Touch

event Touch (Actor Other)


TravelPostAccept

event TravelPostAccept ()


TravelPreAccept

event TravelPreAccept ()


Trigger

event Trigger (Actor Other, Pawn EventInstigator)


TriggerEvent

simulated event TriggerEvent (name EventName, Actor Other, Pawn EventInstigator)


UnTouch

event UnTouch (Actor Other)


UnTrigger

event UnTrigger (Actor Other, Pawn EventInstigator)


UsedBy

event UsedBy (Pawn user)


ZoneChange

event ZoneChange (ZoneInfo NewZone)