Gah - a solution with more questions. – EntropicLqd
UE2:Actor events (UT2004)
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
This event gets called when the animation playing on Channel has ended.
Attach
BaseChange
BeginEvent
BeginPlay
BroadcastLocalizedMessage
Bump
ClientTrigger
Destroyed
Detach
EncroachedBy
EncroachingOn
EndedRotation
EndEvent
Falling
FellOutOfWorld
FinishedInterpolation
GainedChild
HitWall
KApplyForce
KilledBy
KImpact
KSkelConvulse
KUpdateState
KVelDropBelow
Landed
LIPSincAnimEnd
LostChild
PhysicsVolumeChange
PostBeginPlay
This event is called after a match begins.
PostLoadSavedGame
PostNetBeginPlay
PostNetReceive
PostTeleport
PostTouch
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.