My program doesn't have bugs. It just develops random features.

UE2:Mover (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2004 Object >> Actor >> Mover
Package: 
Engine
Direct subclass:
ClientMover
Known custom subclasses:
Wormbo/DamageTriggerMover, Crusha/UltimateMappingTools
This class in other games:
RTNP, U1, UT, UT2003, UE2Runtime, U2, U2XMP

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]

event bool EncroachingOn (Actor Other)

Overrides: Actor.EncroachingOn


KeyFrameReached[edit]

simulated event KeyFrameReached ()


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


SpecialHandling[edit]

event Actor SpecialHandling (Pawn Other)

Overrides: Actor.SpecialHandling


TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

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]

simulated final function InterpolateTo (byte NewKeyNum, float Seconds)


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]

final function SetKeyframe (byte NewKeyNum, Object.Vector NewLocation, Object.Rotator NewRotation)


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.