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UE2:Mover properties (UT2004)

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UT2004 Object >> Actor >> Mover (properties)
Mover properties in other games:
RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003
Other member categories for this class:
states

Property group 'AI'[edit]

bAutoDoor[edit]

Type: bool

Automatically setup Door navigation point for this mover when building paths.

bNoAIRelevance[edit]

Type: bool

Enable this to suppress warnings about missing Door/LiftCenter actors for this mover.

Property group 'Mover'[edit]

AntiPortalTag[edit]

Type: name

Specify the tag of an AntiPortalActor that will be controlled by this mover. The specified anti-portal will be enabled only while the mover is closed. This feature can be used in addition to a zone portal in the doorway to further improve map performance if the door separates larger areas.

bDamageTriggered[edit]

Type: bool

The door is activated by taking damage.

bDynamicLightMover[edit]

Type: bool

Apply dynamic lighting to mover.

bOscillatingLoop[edit]

Type: bool

For multi-key loop movers. If enabled, the mover reverses its movement direction when it reaches the last or first key. Otherwise the mover will continue from the last key directly to the first key.

BrushRaytraceKey[edit]

Type: byte

Modifiers: const

For statically-lit movers this property specifies the key used to calculate the mover's lightmap.

bSlave[edit]

Type: bool

This mover is a slave of another mover with the same Tag.

bToggleDirection[edit]

Type: bool

Toggle the rotation direction of this RotatingMover slave.

Default value: True

bTriggerOnceOnly[edit]

Type: bool

Go dormant after first trigger.

BumpEvent[edit]

Type: name

Optional event to cause when any valid bumper bumps the mover.

BumpType[edit]

Type: EBumpType

Valid bump types.

bUseShortestRotation[edit]

Type: bool

rot by -90 instead of +270 and so on.

bUseTriggered[edit]

Type: bool

Whether the mover can be activated by pressing the "use" key.

DamageThreshold[edit]

Type: float

Minimum trigger damage for bDamageTriggered mover.

DelayTime[edit]

Type: float

Delay between activation and starting to open.

EncroachDamage[edit]

Type: int

Damage done to players getting hit by the mover.

KeyNum[edit]

Type: byte

Current or destination keyframe.

MoverEncroachType[edit]

Type: EMoverEncroachType

What to do when hitting a player.

Default value: ME_ReturnWhenEncroach

MoverGlideType[edit]

Type: EMoverGlideType

How to interpolate between keys.

Default value: MV_GlideByTime

MoveTime[edit]

Type: float

Time to spend moving between keyframes.

Default value: 1.0

NumKeys[edit]

Type: byte

Modifiers: const

Number of keyframes in total. The maximum supported number of keys is 24.

Default value: 2

OtherTime[edit]

Type: float

TriggerPound stay-open time.

PlayerBumpEvent[edit]

Type: name

Optional event to cause when the player bumps the mover.

StayOpenTime[edit]

Type: float

How long to remain open before closing.

Default value: 4.0

WorldRaytraceKey[edit]

Type: byte

Modifiers: const

The key number to use for casting shadows onto other statically-lit geometry.

Property group 'MoverEvents'[edit]

ClosedEvent[edit]

Type: name

Event to cause when closed. The exact meaning of "closed" is determined by the mover's state, but usually it means "arrived at the initial position".

ClosingEvent[edit]

Type: name

Event to cause when closing. The exact meaning of "closing" is determined by the mover's state, but usually means "started to move towards the initial position".

LoopEvent[edit]

Type: name

Event to cause when a looping mover reaches the end of the key list, in either direction for bOscillatingLoop movers.

OpenedEvent[edit]

Type: name

Event to cause when opened. The exact meaning of "opened" is determined by the mover's state, but usually it means "arrived at the final position".

OpeningEvent[edit]

Type: name

Event to cause when opening. The exact meaning of "opening" is determined by the mover's state, but usually means "started to move towards the final position".

Property group 'MoverSounds'[edit]

ClosedSound[edit]

Type: Sound

Sound to play when finish closing.

ClosingSound[edit]

Type: Sound

Sound to play when start closing.

LoopSound[edit]

Type: Sound

Sound to play when a looping mover reaches the end of the key list, in either direction for bOscillatingLoop movers.

MoveAmbientSound[edit]

Type: Sound

Optional ambient sound to play while moving.

OpenedSound[edit]

Type: Sound

Sound to play when finished opening.

OpeningSound[edit]

Type: Sound

Sound to play when start opening.

Property group 'ReturnGroup'[edit]

A "return group" is a set of movers that react to the same event. Ideally only one of the movers (the "leader") in a return group is directly activated by an external event, while the others are indirectly controlled by that leading mover.

bIsLeader[edit]

Type: bool

Whether this mover is the "leader" of a return group.

ReturnGroup[edit]

Type: name

The "return group" this mover belongs to. Defaults to the mover's Tag if unspecified.

Internal variables[edit]

AntiPortals[edit]

Type: array<AntiPortalActor>

The AntiPortalActor found through the AntiPortalTag.

BACKUP_bHidden[edit]

Type: bool

Original value of Actor.bHidden for reset.

Backup_InitialState[edit]

Type: name

Original value of Actor.InitialState for reset. This is especially used for trigger-once open-timed movers as they share a common disabled state.

BasePos[edit]

Type: Object.Vector

The mover's base location, which is identical to the location of key 0. Other key locations are stored relative to this.

BaseRot[edit]

Type: Object.Rotator

The mover's base rotation, which is identical to the rotation of key 0. Other key rotations are stored relative to this.

bClientPause[edit]

Type: bool


bClosed[edit]

Type: bool

Whether the mover is in closed position and no longer moving.

Default value: True

bDelaying[edit]

Type: bool

Whether the mover was activated for opening but is currently in the pre-open delay.

bJumpLift[edit]

Type: bool

This mover is a lift that can be used for lift-jumping.

bOpening[edit]

Type: bool

Whether the mover is currently opening or open.

bPlayerOnly[edit]

Type: bool

Unused.

bResetting[edit]

Type: bool

Set during reset so the mover's own logic and any actors it touches during the reset know the mover should be ignored for now.

ClientStop[edit]

Type: byte

For movement replication, incremented to stop the mover clientsidely.

ClientUpdate[edit]

Type: int

For movement replication, set while the mover interpolates between keys.

Follower[edit]

Type: Mover

The next mover in the same return group. This property forms a linked list, whose first element is Leader.

KeyPos[edit]

Type: Object.Vector

Array size: 24

Locations for up to 24 keys.

KeyRot[edit]

Type: Object.Rotator

Array size: 24

Rotations for up to 24 keys.

Leader[edit]

Type: Mover

The leading mover of this return group. Movers without a return group are their own leaders.

myMarker[edit]

Type: NavigationPoint

The Door, AutoDoor or LiftCenter of this mover.

numTriggerEvents[edit]

Type: int

number of times triggered ( count down to untrigger )

OldPos[edit]

Type: Object.Vector


OldPrePivot[edit]

Type: Object.Vector


OldRot[edit]

Type: Object.Rotator


PhysAlpha[edit]

Type: float

Interpolating position, 0.0-1.0.

PhysRate[edit]

Type: float


PrevKeyNum[edit]

Type: byte

Previous keyframe.

RealPosition[edit]

Type: Object.Vector


RealRotation[edit]

Type: Object.Rotator


SavedPos[edit]

Type: Object.Vector


SavedRot[edit]

Type: Object.Rotator


SavedTrigger[edit]

Type: Actor

Who we were triggered by.

SimInterpolate[edit]

Type: Object.Vector


SimOldPos[edit]

Type: Object.Vector


SimOldRotPitch[edit]

Type: int


SimOldRotRoll[edit]

Type: int


SimOldRotYaw[edit]

Type: int


StartKeyNum[edit]

Type: byte


StepDirection[edit]

Type: int


Default value: 1

StoppedPosition[edit]

Type: byte


Default values[edit]

Property Value
bAlwaysRelevant True
bBlockActors True
bCollideActors True
bEdShouldSnap True
bNoDelete True
bOnlyDirtyReplication True
bPathColliding True
bShadowCast True
bUseDynamicLights True
CollisionHeight 160.0
CollisionRadius 160.0
InitialState BumpOpenTimed
NetPriority 2.7
NetUpdateFrequency 1.0
Physics PHYS_MovingBrush
RemoteRole ROLE_SimulatedProxy
SoundVolume 228
TransientSoundVolume 1.0