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UE2:SceneManager (UT2004)
Contents
- 1 Properties
- 1.1 Property group 'SceneManager'
- 1.2 Internal variables
- 1.2.1 bAbortCinematic
- 1.2.2 bIsRunning
- 1.2.3 bIsSceneStarted
- 1.2.4 CameraShake
- 1.2.5 CamOrientation
- 1.2.6 CurrentAction
- 1.2.7 CurrentTime
- 1.2.8 DollyOffset
- 1.2.9 OldPawn
- 1.2.10 PctSceneComplete
- 1.2.11 PrevOrientation
- 1.2.12 RotInterpolator
- 1.2.13 SampleLocations
- 1.2.14 SceneSpeed
- 1.2.15 SubActions
- 1.2.16 TotalSceneTime
- 1.2.17 Viewer
- 1.3 Default values
- 2 Enums
- 3 Structs
- 4 Functions
- Package:
- Engine
- This class in other games:
- U2XMP, UE2Runtime, U2, UT2003
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SceneManager
Manages a matinee scene. Contains a list of action items that will be played out in order.
Properties
Property group 'SceneManager'
Actions
Modifiers: export, editinline
Affect
Type: EAffect
Modifiers: config
AffectedActor
Type: Actor
The name of the actor which will follow the matinee path (if Affect==AFFECT_Actor)
bCinematicView
Type: bool
Should the screen go into letterbox mode when playing this scene?
bHideHUD
Type: bool
Default value: True
bLooping
Type: bool
If this is TRUE, the path will looping endlessly
EventEnd
Type: name
Fired when the scene ends
EventStart
Type: name
Fired when the scene starts
NextSceneTag
Type: name
The tag of the next scenemanager to execute when this one finishes
PlayerScriptTag
Type: name
Tag of sequence that player's pawn should use during sequence
Internal variables
bAbortCinematic
Type: bool
Modifiers: transient
bIsRunning
Type: bool
Modifiers: transient
If TRUE, this scene is executing.
bIsSceneStarted
Type: bool
Modifiers: transient
If TRUE, the scene has been initialized and is running
CameraShake
Type: Object.Vector
Modifiers: transient
The SubActionCameraShake effect fills this var in each frame
CamOrientation
Type: Orientation
Modifiers: transient
The current camera orientation
CurrentAction
Type: MatAction
Modifiers: transient
The currently executing action
CurrentTime
Type: float
Modifiers: transient
Keeps track of the current time using the DeltaTime passed to Tick
DollyOffset
Type: Object.Vector
Modifiers: transient
How far away we are from the actor we are locked to
OldPawn
Type: Pawn
Modifiers: transient
The pawn we need to repossess when scene is over
PctSceneComplete
Type: float
Modifiers: transient
How much of the scene has finished running
PrevOrientation
Type: Orientation
Modifiers: transient
The previous orientation that was set
RotInterpolator
Type: Interpolator
Modifiers: transient
Interpolation helper for rotations
SampleLocations
Type: array<Object.Vector>
Modifiers: transient
Sampled locations for camera movement
SceneSpeed
Type: float
Modifiers: transient
Default value: 1.0
SubActions
Type: array<MatSubAction>
Modifiers: transient
The list of sub actions which will execute during this scene
TotalSceneTime
Type: float
Modifiers: transient
The total time the scene will take to run (in seconds)
Viewer
Type: Actor
Modifiers: transient
The actor viewing this scene (the one being affected by the actions)
Default values
Property | Value |
---|---|
Style | STY_Sprite |
Texture | S_SceneManager |
Enums
EAffect
- AFFECT_ViewportCamera
- AFFECT_Actor
Structs
Interpolator
Orientation
- 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
Native functions
AbortScene
GetTotalSceneTime
Events
BeginPlay
Overrides: Actor.BeginPlay
SceneEnded
SceneStarted
Trigger
Overrides: Actor.Trigger