Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

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

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(Timer)
(Touch)
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This event gets called when two actors touch each other, therefore ''Touch'' gets called on those two actors, being ''Other'' a reference to the other actor.
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'''Example:'''
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If '''Actor1''' touches '''Actor2''', then '''Actor2''' also touched '''Actor1''', therefore ''Touch'' will be called in '''Actor1''' with '''Actor2''' as ''Other'' and in '''Actor2''' with '''Actor1''' as ''Other''.
  
 
====TravelPostAccept====
 
====TravelPostAccept====

Revision as of 04:02, 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 ()

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).

TornOff

event TornOff ()


Touch

event Touch (Actor Other)

This event gets called when two actors touch each other, therefore Touch gets called on those two actors, being Other a reference to the other actor.


Example:

If Actor1 touches Actor2, then Actor2 also touched Actor1, therefore Touch will be called in Actor1 with Actor2 as Other and in Actor2 with Actor1 as 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)