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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'

bAutoDoor

Type: bool

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

bNoAIRelevance

Type: bool

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

Property group 'Mover'

AntiPortalTag

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

Type: bool

The door is activated by taking damage.

bDynamicLightMover

Type: bool

Apply dynamic lighting to mover.

bOscillatingLoop

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

Type: byte

Modifiers: const

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

bSlave

Type: bool

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

bToggleDirection

Type: bool

Toggle the rotation direction of this RotatingMover slave.

Default value: True

bTriggerOnceOnly

Type: bool

Go dormant after first trigger.

BumpEvent

Type: name

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

BumpType

Type: EBumpType

Valid bump types.

bUseShortestRotation

Type: bool

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

bUseTriggered

Type: bool

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

DamageThreshold

Type: float

Minimum trigger damage for bDamageTriggered mover.

DelayTime

Type: float

Delay between activation and starting to open.

EncroachDamage

Type: int

Damage done to players getting hit by the mover.

KeyNum

Type: byte

Current or destination keyframe.

MoverEncroachType

Type: EMoverEncroachType

What to do when hitting a player.

Default value: ME_ReturnWhenEncroach

MoverGlideType

Type: EMoverGlideType

How to interpolate between keys.

Default value: MV_GlideByTime

MoveTime

Type: float

Time to spend moving between keyframes.

Default value: 1.0

NumKeys

Type: byte

Modifiers: const

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

Default value: 2

OtherTime

Type: float

TriggerPound stay-open time.

PlayerBumpEvent

Type: name

Optional event to cause when the player bumps the mover.

StayOpenTime

Type: float

How long to remain open before closing.

Default value: 4.0

WorldRaytraceKey

Type: byte

Modifiers: const

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

Property group 'MoverEvents'

ClosedEvent

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

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

Type: name

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

OpenedEvent

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

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'

ClosedSound

Type: Sound

Sound to play when finish closing.

ClosingSound

Type: Sound

Sound to play when start closing.

LoopSound

Type: Sound

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

MoveAmbientSound

Type: Sound

Optional ambient sound to play while moving.

OpenedSound

Type: Sound

Sound to play when finished opening.

OpeningSound

Type: Sound

Sound to play when start opening.

Property group 'ReturnGroup'

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

Type: bool

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

ReturnGroup

Type: name

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

Internal variables

AntiPortals

Type: array<AntiPortalActor>

The AntiPortalActor found through the AntiPortalTag.

BACKUP_bHidden

Type: bool

Original value of Actor.bHidden for reset.

Backup_InitialState

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

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

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

Type: bool


bClosed

Type: bool

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

Default value: True

bDelaying

Type: bool

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

bJumpLift

Type: bool

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

bOpening

Type: bool

Whether the mover is currently opening or open.

bPlayerOnly

Type: bool

Unused.

bResetting

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

Type: byte

For movement replication, incremented to stop the mover clientsidely.

ClientUpdate

Type: int

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

Follower

Type: Mover

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

KeyPos

Type: Object.Vector

Array size: 24

Locations for up to 24 keys.

KeyRot

Type: Object.Rotator

Array size: 24

Rotations for up to 24 keys.

Leader

Type: Mover

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

myMarker

Type: NavigationPoint

The Door, AutoDoor or LiftCenter of this mover.

numTriggerEvents

Type: int

number of times triggered ( count down to untrigger )

OldPos

Type: Object.Vector


OldPrePivot

Type: Object.Vector


OldRot

Type: Object.Rotator


PhysAlpha

Type: float

Interpolating position, 0.0-1.0.

PhysRate

Type: float


PrevKeyNum

Type: byte

Previous keyframe.

RealPosition

Type: Object.Vector


RealRotation

Type: Object.Rotator


SavedPos

Type: Object.Vector


SavedRot

Type: Object.Rotator


SavedTrigger

Type: Actor

Who we were triggered by.

SimInterpolate

Type: Object.Vector


SimOldPos

Type: Object.Vector


SimOldRotPitch

Type: int


SimOldRotRoll

Type: int


SimOldRotYaw

Type: int


StartKeyNum

Type: byte


StepDirection

Type: int


Default value: 1

StoppedPosition

Type: byte


Default values

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