Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE2:InteractionMaster (UT2003)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2003 Object >> Interactions >> InteractionMaster
Package: 
Engine
This class in other games:
UE2Runtime, UT2004

Class: Engine.InteractionMaster

The InteractionMaster controls the entire interaction system. It's job is to take input and Pre/PostRender call and route them to individual Interactions and/or viewports.

The stubs here in script are for just the GlobalInteracations as those are the only Interactions the IM routes directly too. A new stub is created in order to limit the number of C++ -> Uscript switches.

(c) 2001, Epic Games, Inc. All Rights Reserved

Properties

BaseMenu

Type: Interaction

Modifiers: transient, const

Holds a pointer to the base menu system

bRequireRawJoystick

Type: bool

Modifiers: transient


Client

Type: Client

Modifiers: transient


Console

Type: Interaction

Modifiers: transient, const

Holds the special Interaction that acts as the console

GlobalInteractions

Type: array<Interaction>

Modifiers: transient

Holds a listing of all global Interactions

Functions

Native functions

Travel

native function Travel (string URL)


Events

AddInteraction

event Interaction AddInteraction (string InteractionName, optional Player AttachTo)


NotifyLevelChange

event NotifyLevelChange (array<InteractionInteractionArray)


Process_KeyEvent

event bool Process_KeyEvent (array<InteractionInteractionArray, out Interactions.EInputKey Key, out Interactions.EInputAction Action, float Delta)


Process_KeyType

event bool Process_KeyType (array<InteractionInteractionArray, out Interactions.EInputKey Key, optional string Unicode)


Process_Message

event Process_Message (coerce string Msg, float MsgLife, array<InteractionInteractionArray)


Process_PostRender

event Process_PostRender (array<InteractionInteractionArray, Canvas Canvas)


Process_PreRender

event Process_PreRender (array<InteractionInteractionArray, Canvas Canvas)


Process_Tick

event Process_Tick (array<InteractionInteractionArray, float DeltaTime)


RemoveInteraction

event RemoveInteraction (Interaction RemoveMe)


SetFocusTo

event SetFocusTo (Interaction Inter, optional Player ViewportOwner)