My program doesn't have bugs. It just develops random features.
UE2:Mover (U2XMP)
Contents
- 1 Properties
- 2 Enums
- 3 Functions
- 3.1 Events
- 3.2 Other instance functions
- 3.2.1 DoAdvance
- 3.2.2 DoClose
- 3.2.3 DoOpen
- 3.2.4 FinishedClosing
- 3.2.5 FinishedOpening
- 3.2.6 FinishNotify
- 3.2.7 GetDescription
- 3.2.8 InterpolateTo
- 3.2.9 IsUsable
- 3.2.10 LiftWhenEncroach
- 3.2.11 MakeGroupReturn
- 3.2.12 MakeGroupStop
- 3.2.13 OnUnuse
- 3.2.14 OnUse
- 3.2.15 SetKeyframe
- 3.2.16 StartInterpolation
- 3.2.17 TakeDamage
- 4 States
- Package:
- Engine
- Direct subclasses:
- DoorMover, ElevatorMover, GlassMover
- Known custom subclass:
- Wormbo/DamageTriggerMover
- This class in other games:
- RTNP, U1, UT, UT2003, UT2004, UE2Runtime, U2
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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
See Mover properties.
Enums
EBumpType
- 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
- 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.
- ME_LiftWhenEncroach
- NEW (mwp) Adjust Pawn collision up to avoid encroachment (mover / falling Pawn work-around)
EMoverGlideType
- MV_MoveByTime
- Move linearly.
- MV_GlideByTime
- Move with smooth acceleration.
Functions
Events
BeginPlay
Overrides: Actor.BeginPlay
Bump
Overrides: Actor.Bump
EncroachingOn
Overrides: Actor.EncroachingOn
KeyFrameReached
PostBeginPlay
Overrides: Actor.PostBeginPlay
Replication
Overrides: Actor.Replication
Timer
Overrides: Actor.Timer
Other instance functions
DoAdvance
DoClose
DoOpen
FinishedClosing
FinishedOpening
FinishNotify
GetDescription
Overrides: Actor.GetDescription
InterpolateTo
IsUsable
Overrides: Actor.IsUsable
LiftWhenEncroach
MakeGroupReturn
MakeGroupStop
OnUnuse
Overrides: Actor.OnUnuse
OnUse
Overrides: Actor.OnUse
SetKeyframe
StartInterpolation
Overrides: Actor.StartInterpolation
TakeDamage
Overrides: Actor.TakeDamage
States
BumpButton
BumpButton.Bump
Overrides: Bump (global)
BumpButton.BeginEvent
Overrides: Actor.BeginEvent (global)
BumpButton.EndEvent
Overrides: Actor.EndEvent (global)
BumpOpenTimed
Extends: OpenTimedMover
BumpOpenTimed.Bump
Overrides: Bump (global)
BumpOpenTimed.DisableTrigger
Overrides: OpenTimedMover.DisableTrigger
BumpOpenTimed.EnableTrigger
Overrides: OpenTimedMover.EnableTrigger
LoopMove
LoopMove.BeginState
Overrides: Object.BeginState (global)
LoopMove.DoOpen
Overrides: DoOpen (global)
LoopMove.InterpolateEnd
LoopMove.Trigger
Overrides: Actor.Trigger (global)
LoopMove.UnTrigger
Overrides: Actor.UnTrigger (global)
OpenTimedMover
OpenTimedMover.DisableTrigger
OpenTimedMover.EnableTrigger
StandOpenTimed
Extends: OpenTimedMover
StandOpenTimed.Attach
Overrides: Actor.Attach (global)
StandOpenTimed.DisableTrigger
Overrides: OpenTimedMover.DisableTrigger
StandOpenTimed.EnableTrigger
Overrides: OpenTimedMover.EnableTrigger
TriggerAdvance
TriggerAdvance.Trigger
Overrides: Actor.Trigger (global)
TriggerControl
TriggerControl.BeginState
Overrides: Object.BeginState (global)
TriggerControl.Trigger
Overrides: Actor.Trigger (global)
TriggerControl.UnTrigger
Overrides: Actor.UnTrigger (global)
TriggerOpenTimed
Extends: OpenTimedMover
TriggerOpenTimed.DisableTrigger
Overrides: OpenTimedMover.DisableTrigger
TriggerOpenTimed.EnableTrigger
Overrides: OpenTimedMover.EnableTrigger
TriggerOpenTimed.Trigger
Overrides: Actor.Trigger (global)
TriggerPound
TriggerPound.BeginState
Overrides: Object.BeginState (global)
TriggerPound.Trigger
Overrides: Actor.Trigger (global)
TriggerPound.UnTrigger
Overrides: Actor.UnTrigger (global)
TriggerToggle
TriggerToggle.Trigger
Overrides: Actor.Trigger (global)