My program doesn't have bugs. It just develops random features.
Difference between revisions of "UE2:Actor events (UT2004)"
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+ | Called when the actor is changing zone. |
Revision as of 04:23, 4 July 2012
Contents
- 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 {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Events
AnimEnd
This event gets called when the animation playing on Channel has ended.
Attach
BaseChange
BeginEvent
BeginPlay
This event is called when a match starts.
BroadcastLocalizedMessage
Bump
ClientTrigger
Destroyed
This event gets called after the successful destruction of an actor (caused by the use of Destroy()).
Detach
EncroachedBy
EncroachingOn
EndedRotation
EndEvent
Falling
This event is called when the actor begins to fall (probably only with pawns).
FellOutOfWorld
FinishedInterpolation
GainedChild
HitWall
This event is called when the actor hits a wall.
KApplyForce
KilledBy
KImpact
KSkelConvulse
KUpdateState
KVelDropBelow
Landed
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))
LIPSincAnimEnd
LostChild
PhysicsVolumeChange
PostBeginPlay
This event is called after a match begins.
PostLoadSavedGame
PostNetBeginPlay
PostNetReceive
PostTeleport
PostTouch
This event gets called after two actors touched each other, while Touch gets called when they touch.
PreBeginPlay
This event is called before a match begins.
PreSaveGame
PreTeleport
RanInto
RecoverFromBadStateCode
RenderTexture
SetInitialState
SpecialHandling
TakeDamage
Tick
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
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
Touch
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
TravelPreAccept
Trigger
TriggerEvent
UnTouch
UnTrigger
UsedBy
This event gets called when a Player or Bot presses the Use key on this actor.
ZoneChange
Called when the actor is changing zone.