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

UE2:SceneManager (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2004 Object >> Actor >> Info >> SceneManager
Package: 
Engine
This class in other games:
U2XMP, UE2Runtime, U2, UT2003

SceneManager

Manages a matinee scene. Contains a list of action items that will be played out in order.

Properties[edit]

Property group 'SceneManager'[edit]

Actions[edit]

Type: array<MatAction>

Modifiers: export, editinline


Affect[edit]

Type: EAffect

Modifiers: config


AffectedActor[edit]

Type: Actor

The name of the actor which will follow the matinee path (if Affect==AFFECT_Actor)

bCinematicView[edit]

Type: bool

Should the screen go into letterbox mode when playing this scene?

bHideHUD[edit]

Type: bool


Default value: True

bLooping[edit]

Type: bool

If this is TRUE, the path will looping endlessly

EventEnd[edit]

Type: name

Fired when the scene ends

EventStart[edit]

Type: name

Fired when the scene starts

NextSceneTag[edit]

Type: name

The tag of the next scenemanager to execute when this one finishes

PlayerScriptTag[edit]

Type: name

Tag of sequence that player's pawn should use during sequence

Internal variables[edit]

bAbortCinematic[edit]

Type: bool

Modifiers: transient


bIsRunning[edit]

Type: bool

Modifiers: transient

If TRUE, this scene is executing.

bIsSceneStarted[edit]

Type: bool

Modifiers: transient

If TRUE, the scene has been initialized and is running

CameraShake[edit]

Type: Object.Vector

Modifiers: transient

The SubActionCameraShake effect fills this var in each frame

CamOrientation[edit]

Type: Orientation

Modifiers: transient

The current camera orientation

CurrentAction[edit]

Type: MatAction

Modifiers: transient

The currently executing action

CurrentTime[edit]

Type: float

Modifiers: transient

Keeps track of the current time using the DeltaTime passed to Tick

DollyOffset[edit]

Type: Object.Vector

Modifiers: transient

How far away we are from the actor we are locked to

OldPawn[edit]

Type: Pawn

Modifiers: transient

The pawn we need to repossess when scene is over

PctSceneComplete[edit]

Type: float

Modifiers: transient

How much of the scene has finished running

PrevOrientation[edit]

Type: Orientation

Modifiers: transient

The previous orientation that was set

RotInterpolator[edit]

Type: Interpolator

Modifiers: transient

Interpolation helper for rotations

SampleLocations[edit]

Type: array<Object.Vector>

Modifiers: transient

Sampled locations for camera movement

SceneSpeed[edit]

Type: float

Modifiers: transient


Default value: 1.0

SubActions[edit]

Type: array<MatSubAction>

Modifiers: transient

The list of sub actions which will execute during this scene

TotalSceneTime[edit]

Type: float

Modifiers: transient

The total time the scene will take to run (in seconds)

Viewer[edit]

Type: Actor

Modifiers: transient

The actor viewing this scene (the one being affected by the actions)

Default values[edit]

Property Value
Style STY_Sprite
Texture S_SceneManager

Enums[edit]

EAffect[edit]

AFFECT_ViewportCamera 
AFFECT_Actor 

Structs[edit]

Interpolator[edit]

int bDone 
float _value 
float _remainingTime 
float _totalTime 
float _speed 
float _acceleration 

Orientation[edit]

Object.ECamOrientation CamOrientation 
Actor LookAt 
Actor DollyWith 
float EaseIntime 
int bReversePitch 
int bReverseYaw 
int bReverseRoll 
pointer MA 
float PctInStart 
float PctInEnd 
float PctInDuration 
Object.Rotator StartingRotation 

Functions[edit]

Native functions[edit]

AbortScene[edit]

native function AbortScene ()


GetTotalSceneTime[edit]

native function float GetTotalSceneTime ()


Events[edit]

BeginPlay[edit]

simulated event BeginPlay ()

Overrides: Actor.BeginPlay


SceneEnded[edit]

event SceneEnded ()


SceneStarted[edit]

event SceneStarted ()


Trigger[edit]

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger