I'm a doctor, not a mechanic
UE2:Mover (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- 1 Properties
- 2 Enums
- 3 Functions
- 3.1 Events
- 3.2 Other instance functions
- 3.2.1 BaseFinished
- 3.2.2 BaseStarted
- 3.2.3 DisableTrigger
- 3.2.4 DoClose
- 3.2.5 DoOpen
- 3.2.6 EnableTrigger
- 3.2.7 FinishedClosing
- 3.2.8 FinishedOpening
- 3.2.9 FinishNotify
- 3.2.10 InterpolateTo
- 3.2.11 MakeGroupReturn
- 3.2.12 MakeGroupStop
- 3.2.13 MoverLooped
- 3.2.14 Reset
- 3.2.15 SelfTriggered
- 3.2.16 SetKeyframe
- 3.2.17 SetResetStatus
- 3.2.18 SetStoppedPosition
- 3.2.19 StartInterpolation
- 3.2.20 UpdatePrecacheStaticMeshes
- 4 States
- Package:
- Engine
- Direct subclass:
- ClientMover
- Known custom subclasses:
- Wormbo/DamageTriggerMover, Crusha/UltimateMappingTools
- This class in other games:
- RTNP, U1, UT, UT2003, UE2Runtime, U2, U2XMP
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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.
EMoverGlideType
- MV_MoveByTime
- Move linearly.
- MV_GlideByTime
- Move with smooth acceleration.
Functions
Events
BeginPlay
simulated event BeginPlay ()
Overrides: Actor.BeginPlay
Bump
event Bump (Actor Other)
Overrides: Actor.Bump
EncroachingOn
Overrides: Actor.EncroachingOn
KeyFrameReached
simulated event KeyFrameReached ()
PostBeginPlay
event PostBeginPlay ()
Overrides: Actor.PostBeginPlay
SpecialHandling
Overrides: Actor.SpecialHandling
TakeDamage
event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageType> damageType)
Overrides: Actor.TakeDamage
Timer
simulated event Timer ()
Overrides: Actor.Timer
Other instance functions
BaseFinished
function BaseFinished ()
BaseStarted
function BaseStarted ()
DisableTrigger
function DisableTrigger ()
DoClose
function DoClose ()
DoOpen
function DoOpen ()
EnableTrigger
function EnableTrigger ()
FinishedClosing
function FinishedClosing ()
FinishedOpening
function FinishedOpening ()
FinishNotify
function FinishNotify ()
InterpolateTo
MakeGroupReturn
function MakeGroupReturn ()
MakeGroupStop
function MakeGroupStop ()
MoverLooped
function MoverLooped ()
Reset
function Reset ()
Overrides: Actor.Reset
SelfTriggered
function bool SelfTriggered ()
Overrides: Actor.SelfTriggered
SetKeyframe
SetResetStatus
function SetResetStatus (bool bNewStatus)
SetStoppedPosition
function SetStoppedPosition (byte NewPos)
StartInterpolation
simulated function StartInterpolation ()
Overrides: Actor.StartInterpolation
UpdatePrecacheStaticMeshes
simulated function UpdatePrecacheStaticMeshes ()
Overrides: Actor.UpdatePrecacheStaticMeshes
States
See Mover states.