Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE3:AISwitchablePylon (UDK)

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UDK Object >> Actor >> NavigationPoint >> Pylon >> AISwitchablePylon
Package: 
Engine
Implemented interfaces
EditorLinkSelectionInterface

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

Property group 'AISwitchablePylon'

bOpen

Type: bool


Default values

Property Value
bNeedsCostCheck True

Subobjects

Arrow

Class: Engine.ArrowComponent

Inherits from: Pylon.Arrow

Property Value
ReplacementPrimitive None

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: Pylon.CollisionCylinder

Property Value
ReplacementPrimitive None

DrawPylonRadius0

Class: Engine.DrawPylonRadiusComponent

Inherits from: Pylon.DrawPylonRadius0

Property Value
ReplacementPrimitive None

NavMeshRenderer

Class: Engine.NavMeshRenderingComponent

Inherits from: Pylon.NavMeshRenderer

Property Value
ReplacementPrimitive None

PathRenderer

Class: Engine.PathRenderingComponent

Inherits from: Pylon.PathRenderer

Property Value
ReplacementPrimitive None

Sprite

Class: Engine.SpriteComponent

Inherits from: Pylon.Sprite

Property Value
ReplacementPrimitive None

Sprite2

Class: Engine.SpriteComponent

Inherits from: Pylon.Sprite2

Property Value
ReplacementPrimitive None

Events

IsEnabled

event bool IsEnabled ()

Overrides: Pylon.IsEnabled


PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


SetEnabled

event SetEnabled (bool bEnabled)

Overrides: Pylon.SetEnabled