Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:LatentScriptedAction (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> ScriptedAction >> LatentScriptedAction |
- Package:
- Gameplay
- Direct subclasses:
- ACTION_FadeView, ACTION_FinishRotation, ACTION_Freeze, ACTION_MoveToPlayer, ACTION_MoveToPoint, ACTION_PlayExplosionSound, ACTION_TeleportToPoint, ACTION_TurnTowardPlayer, ACTION_WaitForAnimend, ACTION_WaitForEvent, ACTION_WaitForLIPSincAnimEnd, ACTION_WaitForPlayer, ACTION_WaitForTimer, Action_DrawHUDMaterial
- Known custom subclass:
- Crusha/UltimateMappingTools
- This class in other games:
- UE2Runtime, U2, UT2003
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
null
Instance functions[edit]
CompleteOnAnim[edit]
CompleteOnLIPSincAnim[edit]
function bool CompleteOnLIPSincAnim ()
CompleteWhenTimer[edit]
function bool CompleteWhenTimer ()
CompleteWhenTriggered[edit]
function bool CompleteWhenTriggered ()
DisplayDebug[edit]
GetDistance[edit]
function float GetDistance ()
GetMoveTargetFor[edit]
function Actor GetMoveTargetFor (ScriptedController C)
InitActionFor[edit]
function bool InitActionFor (ScriptedController C)
Overrides: ScriptedAction.InitActionFor
MoveToGoal[edit]
function bool MoveToGoal ()
StillTicking[edit]
TickedAction[edit]
function bool TickedAction ()
TurnToGoal[edit]
function bool TurnToGoal ()
WaitForPlayer[edit]
function bool WaitForPlayer ()