Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:SavedMove (UT2004)
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SavedMove is used during network play to buffer recent client moves, for use when the server modifies the clients actual position, etc. This is a built-in Unreal class and it shouldn't be modified.
Properties[edit]
bDoubleJump[edit]
Type: bool
bDuck[edit]
Type: bool
bPressedJump[edit]
Type: bool
bRun[edit]
Type: bool
Delta[edit]
Type: float
amount of time for this move
DoubleClickMove[edit]
Type: Actor.EDoubleClickDir
Double click info.
EndBase[edit]
Type: Actor
NextMove[edit]
Type: SavedMove
Next move in linked list.
SavedLocation[edit]
Type: Object.Vector
SavedPhysics[edit]
Type: Actor.EPhysics
SavedRelativeLocation[edit]
Type: Object.Vector
SavedVelocity[edit]
Type: Object.Vector
StartBase[edit]
Type: Actor
StartFloor[edit]
Type: Object.Vector
StartLocation[edit]
Type: Object.Vector
StartRelativeLocation[edit]
Type: Object.Vector
StartVelocity[edit]
Type: Object.Vector
TimeStamp[edit]
Type: float
Time of this move.
Instance functions[edit]
Clear[edit]
final function Clear ()
GetStartLocation[edit]
function Object.Vector GetStartLocation ()
IsJumpMove[edit]
final function bool IsJumpMove ()
PostUpdate[edit]
final function PostUpdate (PlayerController P)
SetInitialPosition[edit]
final function SetInitialPosition (Pawn P)
SetMoveFor[edit]
final function SetMoveFor (PlayerController P, float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir InDoubleClick)