Mostly Harmless
UE3:AISwitchablePylon (UDK)
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Object >> Actor >> NavigationPoint >> Pylon >> AISwitchablePylon |
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AISwitchablePylon
represents a mesh which is turned on/off via an AI triggerable switch at runtime.. e.g. an electronic gate, or a laser fence
Properties[edit]
Property group 'AISwitchablePylon'[edit]
bOpen[edit]
Type: bool
Default values[edit]
Property | Value |
---|---|
bNeedsCostCheck | True |
Subobjects[edit]
Arrow[edit]
Class: Engine.ArrowComponent
Inherits from: Pylon.Arrow
Property | Value |
---|---|
ReplacementPrimitive | None |
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: Pylon.CollisionCylinder
Property | Value |
---|---|
ReplacementPrimitive | None |
DrawPylonRadius0[edit]
Class: Engine.DrawPylonRadiusComponent
Inherits from: Pylon.DrawPylonRadius0
Property | Value |
---|---|
ReplacementPrimitive | None |
[edit]
Class: Engine.NavMeshRenderingComponent
Inherits from: Pylon.NavMeshRenderer
Property | Value |
---|---|
ReplacementPrimitive | None |
PathRenderer[edit]
Class: Engine.PathRenderingComponent
Inherits from: Pylon.PathRenderer
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: Pylon.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite2[edit]
Class: Engine.SpriteComponent
Inherits from: Pylon.Sprite2
Property | Value |
---|---|
ReplacementPrimitive | None |
Events[edit]
IsEnabled[edit]
event bool IsEnabled ()
Overrides: Pylon.IsEnabled
PostBeginPlay[edit]
event PostBeginPlay ()
Overrides: Actor.PostBeginPlay
SetEnabled[edit]
event SetEnabled (bool bEnabled)
Overrides: Pylon.SetEnabled