Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:AISwitchablePylon (UDK)
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
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 |
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
Overrides: Pylon.IsEnabled
PostBeginPlay
Overrides: Actor.PostBeginPlay
SetEnabled
Overrides: Pylon.SetEnabled