Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:Util static functions (U2)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- 1 Static functions
- 1.1 ActorFits
- 1.2 AdjustCollisionSize
- 1.3 CalcClosestCollisionPoint
- 1.4 CalcSprayDirection
- 1.5 ConformRot
- 1.6 DoActorCylindersIntersect
- 1.7 DoCylindersIntersect
- 1.8 GetDistanceBetweenActors
- 1.9 GetDistanceBetweenCylinders
- 1.10 GetHitActor
- 1.11 GetHitActorInfo
- 1.12 GetLocationAtActor
- 1.13 GetNameSafe
- 1.14 GetPaddedTime
- 1.15 GetPhysicsString
- 1.16 GetQuadraticSolutions
- 1.17 GetSphereIntersection
- 1.18 IncrementRotatorParam
- 1.19 IsLocationInActorCylinder
- 1.20 IsLocationInActorSphere
- 1.21 IsLocationInCylinder
- 1.22 IsLocationInRadius
- 1.23 IsLocationInSphere
- 1.24 PerpendicularXY
- 1.25 PerturbFloatPercent
- 1.26 PerturbInt
- 1.27 RandomizeRotator
- 1.28 RandomizeRotatorParam
- 1.29 RotationEquivalent
- 1.30 ScaleLinear
- 1.31 SecondsToTime
- 1.32 SetLandedRotParam
- 1.33 ShiftCollisionCylinder
- 1.34 SpamTextures
- 1.35 StripPathFromFileName
- 1.36 SummonClass
- 1.37 TraceFromActor
- 1.38 VectAproxEqual
- 1.39 VectorAproxEqual
- 1.40 ZeroRotParam
- Util static functions in other games:
- U2XMP
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Static functions[edit]
ActorFits[edit]
static final function bool ActorFits (Actor MovingActor, Object.Vector DesiredLocation, float ActorFitsRadius)
AdjustCollisionSize[edit]
static final function bool AdjustCollisionSize (Actor SourceActor, float NewRadius, float NewHeight)
CalcClosestCollisionPoint[edit]
CalcSprayDirection[edit]
ConformRot[edit]
static final function ConformRot (out Object.Rotator Source, Object.Rotator Image, Object.Rotator Allowance)
DoActorCylindersIntersect[edit]
DoCylindersIntersect[edit]
static final function bool DoCylindersIntersect (Object.Vector Location1, float CollisionRadius1, float CollisionHeight1, Object.Vector Location2, float CollisionRadius2, float CollisionHeight2)
GetDistanceBetweenActors[edit]
GetDistanceBetweenCylinders[edit]
static final function float GetDistanceBetweenCylinders (Object.Vector FirstOrigin, float FirstRadius, float FirstHalfHeight, Object.Vector SecondOrigin, float SecondRadius, float SecondHalfHeight)
GetHitActor[edit]
GetHitActorInfo[edit]
static final function Actor GetHitActorInfo (Controller C, out Object.Vector HitLocation, out Object.Vector HitNormal, optional bool bTraceVisibleNonColliding)
GetLocationAtActor[edit]
static function Object.Vector GetLocationAtActor (Actor TargetActor, float SourceCollisionRadius, float SourceCollisionHeight)
GetNameSafe[edit]
GetPaddedTime[edit]
static final function string GetPaddedTime (float Time, int Len, optional bool bRightJustify, optional string PadStr)
GetPhysicsString[edit]
GetQuadraticSolutions[edit]
static final function int GetQuadraticSolutions (float a, float b, float c, out float Solution1, out float Solution2)
GetSphereIntersection[edit]
static final function bool GetSphereIntersection (out float IntersectionDistance1, out float IntersectionDistance2, Object.Vector SphereCenter, float SphereRadius, Object.Vector LinePosition, Object.Vector LineNormal)
IncrementRotatorParam[edit]
IsLocationInActorCylinder[edit]
static final function bool IsLocationInActorCylinder (Actor OriginActor, Object.Vector TestLocation)
IsLocationInActorSphere[edit]
static final function bool IsLocationInActorSphere (Actor OriginActor, Object.Vector TestLocation, float SphereRadius)
IsLocationInCylinder[edit]
static final function bool IsLocationInCylinder (Object.Vector CylinderOrigin, float CylinderRadius, float CylinderHeight, Object.Vector TestLocation)
IsLocationInRadius[edit]
static final function bool IsLocationInRadius (Object.Vector Origin, float Radius, Object.Vector TestLocation)
IsLocationInSphere[edit]
static final function bool IsLocationInSphere (Object.Vector SphereOrigin, float SphereRadius, Object.Vector TestLocation)
PerpendicularXY[edit]
static final function Object.Vector PerpendicularXY (Object.Vector V)
PerturbFloatPercent[edit]
PerturbInt[edit]
RandomizeRotator[edit]
static final function RandomizeRotator (out Object.Rotator TargetRotator, int RollPerturbMin, int RollPerturbMax, int YawPerturbMin, int YawPerturbMax, int PitchPerturbMin, int PitchPerturbMax)
RandomizeRotatorParam[edit]
RotationEquivalent[edit]
static final function bool RotationEquivalent (Object.Rotator FirstRotation, Object.Rotator SecondRotation, float RotationComponentTolerance)
ScaleLinear[edit]
static final function float ScaleLinear (float Val, float RangeMin, float RangeMax, float MinRangeVal, float MaxRangeVal)
SecondsToTime[edit]
SetLandedRotParam[edit]
ShiftCollisionCylinder[edit]
SpamTextures[edit]
StripPathFromFileName[edit]
SummonClass[edit]
static function Object SummonClass (class<Object> NewClass, string ClassName, Controller C, Pawn P, bool bUseViewRotation)
TraceFromActor[edit]
static final function bool TraceFromActor (Actor GivenActor, Object.Vector DestinationPoint, optional bool bCollideActors, optional bool bUseExtents)
VectAproxEqual[edit]
VectorAproxEqual[edit]
ZeroRotParam[edit]
static final function ZeroRotParam (out int Val)