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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
This is called when the base of this actor changes.
BeginEvent
BeginPlay
This event is called when a match starts.
BroadcastLocalizedMessage
Bump
This event is called when another actor bumps this one and is blocked.
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
This event is called when the actor gets out of the world. This can happen in Subtractive levels, where the outside of the world (called zone 0) is the space that wasn't subtracted.
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 is called when another actor touches this one.
TravelPostAccept
TravelPreAccept
Trigger
TriggerEvent
UnTouch
UnTrigger
UsedBy
This event gets called when a Player or Bot presses the Use key on this actor.
ZoneChange
This event is called when the actor is changing to a new zone.