Cogito, ergo sum

UE2:Fader (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2XMP Object >> Actor >> LegendActorComponent >> Fader
Package: 
Legend

Fader.uc $Author: Mfox $ $Date: 4/30/02 12:22p $ $Revision: 2 $

Description: Makes the given Actor translucent and adjusts its ScaleGlow from InitialScaleGlow to FinalScaleGlow in FadeTime seconds. Once the ScaleGlow reaches FinalScaleGlow the Actor is destroyed. Note that in multiplayer games fading is not performed for now (for performance reasons), instead, after the DelayTime, the object is destroyed after FadeTime additional seconds.

How to use this class:

Call class'Util'.static.Fade( Actor, Time ); instead of Destroy();

Properties[edit]

Property group 'Fader'[edit]

bDeleteActor[edit]

Type: bool

Should we delete the actor when we are finished?

Default value: True

DelayTime[edit]

Type: float

Time to wait before starting to fade.

FadeTime[edit]

Type: float

How long it takes us to fade the given object out.

Default value: 0.5

FinalScaleGlow[edit]

Type: float

ScaleGlow the object ends with. (Must be less than InitialScaleGlow.)

InitialScaleGlow[edit]

Type: float

ScaleGlow the object start out with.

NumFlickers[edit]

Type: int


Internal variables[edit]

bInitialized[edit]

Type: bool

Have we finished with the delay?

FadeActor[edit]

Type: Actor

The Actor we are fading away.

FadeRate[edit]

Type: float

How fast the object will fade out. Calculated when Fade is called.

Default values[edit]

Property Value
RemoteRole ROLE_SimulatedProxy

Functions[edit]

Events[edit]

Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions[edit]

Fade[edit]

simulated function Fade (Actor Other)