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UE2:Actor events (UT2004)

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Revision as of 04:39, 4 July 2012 by 100GPing100 (Talk | contribs) (PostTouch)

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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 ()

This is called when the base of this actor changes.

BeginEvent

event BeginEvent ()


BeginPlay

event BeginPlay ()

This event is called when a match starts.

BroadcastLocalizedMessage

event BroadcastLocalizedMessage (class<LocalMessageMessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)


Bump

event Bump (Actor Other)

This event is called when another actor bumps this one and is blocked.

ClientTrigger

event ClientTrigger ()


Destroyed

event Destroyed ()

This event gets called after the successful destruction of an actor (caused by the use of Destroy()).

Detach

event Detach (Actor Other)


EncroachedBy

event EncroachedBy (Actor Other)

Called when Other is taking this actor's space.

EncroachingOn

event bool EncroachingOn (Actor Other)

This event is called when this actor is trying to take the same space of Other.

EndedRotation

event EndedRotation ()

This is called when Rotation as reached DesiredRotation. (?)

EndEvent

event EndEvent ()


Falling

event Falling ()

This event is called when the actor begins to fall (probably only with pawns).

FellOutOfWorld

simulated event FellOutOfWorld (eKillZType KillType)

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

event FinishedInterpolation ()


GainedChild

event GainedChild (Actor Other)


HitWall

event HitWall (Object.Vector HitNormal, Actor HitWall)

This event is called when the actor hits a wall.

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)

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

event LIPSincAnimEnd ()


LostChild

event LostChild (Actor Other)


PhysicsVolumeChange

event PhysicsVolumeChange (PhysicsVolume NewVolume)


PostBeginPlay

event PostBeginPlay ()

This event is called after a match begins.

PostLoadSavedGame

event PostLoadSavedGame ()


PostNetBeginPlay

event PostNetBeginPlay ()


PostNetReceive

event PostNetReceive ()


PostTeleport

event PostTeleport (Teleporter OutTeleporter)

This event is called after the actor has been teleported into OutTeleporter.

PostTouch

event PostTouch (Actor Other)

This event gets called after two actors touch each other and after physics are done.

PreBeginPlay

event PreBeginPlay ()

This event is called before a match begins.

PreSaveGame

event PreSaveGame ()


PreTeleport

event bool PreTeleport (Teleporter InTeleporter)

This is called before the teleporter InTeleporter teleports this actor. Return false to allow this actor to be teleported, and true to prevent it from being teleported.

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 is called when another actor touches this one.

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)

This is called when Other stops touching this actor.

UnTrigger

event UnTrigger (Actor Other, Pawn EventInstigator)


UsedBy

event UsedBy (Pawn user)

This event gets called when a Player or Bot presses the Use key on this actor.

ZoneChange

event ZoneChange (ZoneInfo NewZone)

This event is called when the actor is changing to a new zone.