I don't need to test my programs. I have an error-correcting modem.
UE2:Door (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Actor >> NavigationPoint >> Door |
Contents
- Package:
- Engine
- Direct subclass:
- AutoDoor
- This class in other games:
- UT, UT2003, U2XMP, U2, UE2Runtime
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Properties[edit]
Property group 'Door'[edit]
bBlockedWhenClosed[edit]
Type: bool
don't even try to go through this path if door is closed
bInitiallyClosed[edit]
Type: bool
if true, means that the initial position of the mover blocks navigation
Default value: True
DoorTag[edit]
Type: name
tag of mover associated with this node
DoorTrigger[edit]
Type: name
recommended trigger to use (if door is triggerable)
Internal variables[edit]
bDoorOpen[edit]
Type: bool
bTempNoCollide[edit]
Type: bool
used during path building
MyDoor[edit]
Type: Mover
RecommendedTrigger[edit]
Type: Actor
Default values[edit]
Property | Value |
---|---|
bSpecialMove | True |
ExtraCost | 100 |
RemoteRole | ROLE_None |
Texture | S_Door |
Functions[edit]
Events[edit]
PostBeginPlay[edit]
event PostBeginPlay ()
Overrides: NavigationPoint.PostBeginPlay
SpecialHandling[edit]
Overrides: Actor.SpecialHandling
SuggestMovePreparation[edit]
Overrides: NavigationPoint.SuggestMovePreparation
Other instance functions[edit]
MoverClosed[edit]
function MoverClosed ()
Overrides: NavigationPoint.MoverClosed
MoverOpened[edit]
function MoverOpened ()
Overrides: NavigationPoint.MoverOpened
ProceedWithMove[edit]
Overrides: NavigationPoint.ProceedWithMove