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UE2:Mover (UT2004)
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(Redirected from UE2:EMoverEncroachType (UT2004))
Contents
- 1 Properties
- 2 Enums
- 3 Functions
- 3.1 Events
- 3.2 Other instance functions
- 3.2.1 BaseFinished
- 3.2.2 BaseStarted
- 3.2.3 DisableTrigger
- 3.2.4 DoClose
- 3.2.5 DoOpen
- 3.2.6 EnableTrigger
- 3.2.7 FinishedClosing
- 3.2.8 FinishedOpening
- 3.2.9 FinishNotify
- 3.2.10 InterpolateTo
- 3.2.11 MakeGroupReturn
- 3.2.12 MakeGroupStop
- 3.2.13 MoverLooped
- 3.2.14 Reset
- 3.2.15 SelfTriggered
- 3.2.16 SetKeyframe
- 3.2.17 SetResetStatus
- 3.2.18 SetStoppedPosition
- 3.2.19 StartInterpolation
- 3.2.20 UpdatePrecacheStaticMeshes
- 4 States
- Package:
- Engine
- Direct subclass:
- ClientMover
- Known custom subclasses:
- Wormbo/DamageTriggerMover, Crusha/UltimateMappingTools
- This class in other games:
- RTNP, U1, UT, UT2003, UE2Runtime, U2, U2XMP
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The moving brush class. This is a built-in Unreal class and it shouldn't be modified. Note that movers by default have bNoDelete==true. This makes movers and their default properties remain on the client side. If a mover subclass has bNoDelete=false, then its default properties must be replicated
Properties[edit]
See Mover properties.
Enums[edit]
EBumpType[edit]
- BT_PlayerBump
- Can only be bumped by player.
- BT_PawnBump
- Can be bumped by any pawn
- BT_AnyBump
- Can be bumped by any solid actor
EMoverEncroachType[edit]
- ME_StopWhenEncroach
- Stop when we hit an actor.
- ME_ReturnWhenEncroach
- Return to previous position when we hit an actor.
- ME_CrushWhenEncroach
- Crush the poor helpless actor.
- ME_IgnoreWhenEncroach
- Ignore encroached actors.
EMoverGlideType[edit]
- MV_MoveByTime
- Move linearly.
- MV_GlideByTime
- Move with smooth acceleration.
Functions[edit]
Events[edit]
BeginPlay[edit]
simulated event BeginPlay ()
Overrides: Actor.BeginPlay
Bump[edit]
event Bump (Actor Other)
Overrides: Actor.Bump
EncroachingOn[edit]
Overrides: Actor.EncroachingOn
KeyFrameReached[edit]
simulated event KeyFrameReached ()
PostBeginPlay[edit]
event PostBeginPlay ()
Overrides: Actor.PostBeginPlay
SpecialHandling[edit]
Overrides: Actor.SpecialHandling
TakeDamage[edit]
event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageType> damageType)
Overrides: Actor.TakeDamage
Timer[edit]
simulated event Timer ()
Overrides: Actor.Timer
Other instance functions[edit]
BaseFinished[edit]
function BaseFinished ()
BaseStarted[edit]
function BaseStarted ()
DisableTrigger[edit]
function DisableTrigger ()
DoClose[edit]
function DoClose ()
DoOpen[edit]
function DoOpen ()
EnableTrigger[edit]
function EnableTrigger ()
FinishedClosing[edit]
function FinishedClosing ()
FinishedOpening[edit]
function FinishedOpening ()
FinishNotify[edit]
function FinishNotify ()
InterpolateTo[edit]
MakeGroupReturn[edit]
function MakeGroupReturn ()
MakeGroupStop[edit]
function MakeGroupStop ()
MoverLooped[edit]
function MoverLooped ()
Reset[edit]
function Reset ()
Overrides: Actor.Reset
SelfTriggered[edit]
function bool SelfTriggered ()
Overrides: Actor.SelfTriggered
SetKeyframe[edit]
SetResetStatus[edit]
function SetResetStatus (bool bNewStatus)
SetStoppedPosition[edit]
function SetStoppedPosition (byte NewPos)
StartInterpolation[edit]
simulated function StartInterpolation ()
Overrides: Actor.StartInterpolation
UpdatePrecacheStaticMeshes[edit]
simulated function UpdatePrecacheStaticMeshes ()
Overrides: Actor.UpdatePrecacheStaticMeshes
States[edit]
See Mover states.