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UE2:SceneManager (U2XMP)
Contents
- 1 Properties
- 1.1 Property group 'SceneManager'
- 1.2 Internal variables
- 1.2.1 bIsRunning
- 1.2.2 bIsSceneStarted
- 1.2.3 CamOrientation
- 1.2.4 CurrentAction
- 1.2.5 CurrentTime
- 1.2.6 OldbIgnoreImpactForces
- 1.2.7 OldFallingMaxVelocityZ
- 1.2.8 OldPawn
- 1.2.9 OldPhysics
- 1.2.10 PctSceneComplete
- 1.2.11 PrevOrientation
- 1.2.12 SampleLocations
- 1.2.13 SceneSpeed
- 1.2.14 SubActions
- 1.2.15 TotalSceneTime
- 1.2.16 Viewer
- 1.3 Default values
- 2 Enums
- 3 Structs
- 4 Functions
- 5 States
- Package:
- Engine
- This class in other games:
- UE2Runtime, U2, UT2003, UT2004
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SceneManager
Manages a matinee scene. Contains a list of action items that will be played out in order.
Properties[edit]
Property group 'SceneManager'[edit]
Actions[edit]
Modifiers: export, editinline
Affect[edit]
Type: EAffect
Modifiers: config
AffectedActor[edit]
Type: Actor
The name of the actor which will follow the matinee path (if Affect==AFFECT_Actor)
bCinematicView[edit]
Type: bool
Should the screen go into letterbox mode when playing this scene?
bLooping[edit]
Type: bool
If this is TRUE, the path will looping endlessly
PawnPhysics[edit]
Type: bool
NEW (PWC) 2002.9.21 setting this to true when in AFFECT_Actor causes the pawn to be shootable
SceneEndedPlayerFocusTag[edit]
Type: name
NEW (mdf) tag of actor player should be looking at when cutscene ends
Internal variables[edit]
bIsRunning[edit]
Type: bool
If TRUE, this scene is executing.
bIsSceneStarted[edit]
Type: bool
If TRUE, the scene has been initialized and is running
CamOrientation[edit]
Type: Orientation
The current camera orientation
CurrentAction[edit]
Type: MatAction
The currently executing action
CurrentTime[edit]
Type: float
Keeps track of the current time using the DeltaTime passed to Tick
OldbIgnoreImpactForces[edit]
Type: bool
NEW (PWC) 2002.10.4 if using AFFECT_Actor used to restore the pawn's bIgnoreImpactForces after scene ends
OldFallingMaxVelocityZ[edit]
Type: float
NEW (PWC) 2002.9.21 if using AFFECT_Actor used to restore the pawn's falling speed after scene ends
OldPawn[edit]
Type: Pawn
The pawn we need to repossess when scene is over
OldPhysics[edit]
Type: Actor.EPhysics
PctSceneComplete[edit]
Type: float
How much of the scene has finished running
PrevOrientation[edit]
Type: Orientation
SampleLocations[edit]
Type: array<Object.Vector>
Sampled locations for camera movement
SceneSpeed[edit]
Type: float
Default value: 1.0
SubActions[edit]
Type: array<MatSubAction>
The list of sub actions which will execute during this scene
TotalSceneTime[edit]
Type: float
The total time the scene will take to run (in seconds)
Viewer[edit]
Type: Actor
The actor viewing this scene (the one being affected by the actions)
Default values[edit]
Property | Value |
---|---|
Texture | Texture'Engine.S_SceneManager' |
Enums[edit]
EAffect[edit]
- AFFECT_ViewportCamera
- AFFECT_Actor
Structs[edit]
Orientation[edit]
- Object.ECamOrientation CamOrientation
- Actor LookAt
- float EaseIntime
- int bReversePitch
- int bReverseYaw
- int bReverseRoll
- int MA
- float PctInStart
- float PctInEnd
- float PctInDuration
- Object.Rotator StartingRotation
Functions[edit]
Native functions[edit]
GetTotalSceneTime[edit]
Events[edit]
BeginPlay[edit]
Overrides: Actor.BeginPlay
SceneEnded[edit]
SceneStarted[edit]
Other instance functions[edit]
StopScene[edit]
Trigger[edit]
Overrides: Actor.Trigger
States[edit]
TriggerToggle[edit]
TriggerToggle.Trigger[edit]
Overrides: Trigger (global)