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UE2:Actor events (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
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
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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<LocalMessage> MessageClass, 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
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
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
TakeDamage
event TakeDamage (int Damage, Pawn EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageType> DamageType)
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)
TravelPostAccept
event TravelPostAccept ()
TravelPreAccept
event TravelPreAccept ()
Trigger
TriggerEvent
UnTouch
event UnTouch (Actor Other)
UnTrigger
UsedBy
event UsedBy (Pawn user)
ZoneChange
event ZoneChange (ZoneInfo NewZone)