I don't need to test my programs. I have an error-correcting modem.

UE3:Actor events (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 05:36, 17 January 2010 by Wormbo (Talk | contribs) (1 revision: class descriptions for UDK January update (part 1))

Jump to: navigation, search
UDK Object >> Actor (events)

Contents

Actor events in other games:
RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3
Other member categories for this class:
enums, instance functions, internal variables, native functions, structs

Events

AnimTreeUpdated

simulated event AnimTreeUpdated (SkeletalMeshComponent SkelMesh)

Notification called when one of our meshes gets his AnimTree updated

Attach

event Attach (Actor Other)


BaseChange

event BaseChange ()


BecomeViewTarget

event BecomeViewTarget (PlayerController PC)


BeginAnimControl

event BeginAnimControl (InterpGroup InInterpGroup)

Called when we start an AnimControl track operating on this Actor. Supplied is the set of AnimSets we are going to want to play from.

BroadcastLocalizedMessage

event BroadcastLocalizedMessage (class<LocalMessageInMessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)


BroadcastLocalizedTeamMessage

event BroadcastLocalizedTeamMessage (int TeamIndex, class<LocalMessageInMessageClass, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)


Bump

event Bump (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitNormal)


CollisionChanged

event CollisionChanged ()

Called when collision values change for this actor (via SetCollision/SetCollisionSize).

ConstraintBrokenNotify

simulated event ConstraintBrokenNotify (Actor ConOwner, RB_ConstraintSetup ConSetup, RB_ConstraintInstance ConInstance)

When a constraint is broken we will get this event from c++ land.

DebugFreezeGame

event DebugFreezeGame (optional Actor ActorToLookAt)

Debug Freeze Game dumps the current script function stack and pauses the game with PlayersOnly (still allowing the player to move around).

Destroyed

event Destroyed ()


Detach

event Detach (Actor Other)


EncroachedBy

event EncroachedBy (Actor Other)


EncroachingOn

event bool EncroachingOn (Actor Other)

called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to

Returns:

true to abort the move, false to allow it

Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch

EndViewTarget

event EndViewTarget (PlayerController PC)


Falling

event Falling ()


FellOutOfWorld

simulated event FellOutOfWorld (class<DamageTypedmgType)

called when the actor falls out of the world 'safely' (below KillZ and such)

FinishAnimControl

event FinishAnimControl (InterpGroup InInterpGroup)

Called when we are done with the AnimControl track.

ForceNetRelevant

event ForceNetRelevant ()

forces this actor to be net relevant if it is not already by default, only works on level placed actors (bNoDelete)

GainedChild

event GainedChild (Actor Other)


GetActorEyesViewPoint

simulated event GetActorEyesViewPoint (out Object.Vector out_Location, out Object.Rotator out_Rotation)

returns the point of view of the actor. note that this doesn't mean the camera, but the 'eyes' of the actor. For example, for a Pawn, this would define the eye height location, and view rotation (which is different from the pawn rotation which has a zeroed pitch component). A camera first person view will typically use this view point. Most traces (weapon, AI) will be done from this view point.

Parameters:

  • out_Location - location of view point
  • out_Rotation - view rotation of actor.

GetActorFaceFXAsset

event FaceFXAsset GetActorFaceFXAsset ()

Used by Matinee in-game to mount FaceFXAnimSets before playing animations.

GetFaceFXAudioComponent

simulated event AudioComponent GetFaceFXAudioComponent ()

Function for allowing you to tell FaceFX which AudioComponent it should use for playing audio for corresponding facial animation.

HealDamage

event bool HealDamage (int Amount, Controller Healer, class<DamageTypeDamageType)

the reverse of TakeDamage(); heals the specified amount

Parameters:

  • Amount - The amount of damage to heal
  • Healer - Who is doing the healing
  • DamageType - What type of healing is it

HitWall

event HitWall (Object.Vector HitNormal, Actor Wall, PrimitiveComponent WallComp)


InterpolationChanged

simulated event InterpolationChanged (SeqAct_Interp InterpAction)

called when a SeqAct_Interp action affecting this Actor received an event that changed its properties (paused, reversed direction, etc)

Parameters:

  • InterpAction - the SeqAct_Interp that is affecting the Actor

Note: this function is called on clients for actors that are interpolated clientside via MatineeActor

InterpolationFinished

simulated event InterpolationFinished (SeqAct_Interp InterpAction)

called when a SeqAct_Interp action finished interpolating this Actor

Parameters:

  • InterpAction - the SeqAct_Interp that was affecting the Actor

Note: this function is called on clients for actors that are interpolated clientside via MatineeActor

InterpolationStarted

simulated event InterpolationStarted (SeqAct_Interp InterpAction)

called when a SeqAct_Interp action starts interpolating this Actor via matinee

Parameters:

  • InterpAction - the SeqAct_Interp that is affecting the Actor

Note: this function is called on clients for actors that are interpolated clientside via MatineeActor

Landed

event Landed (Object.Vector HitNormal, Actor FloorActor)


LostChild

event LostChild (Actor Other)


ModifyHearSoundComponent

simulated event ModifyHearSoundComponent (AudioComponent AC)

called when a sound is going to be played on this Actor via PlayerController::ClientHearSound() gives it a chance to modify the component that will be used (add parameter values, etc)

NotifySkelControlBeyondLimit

simulated event NotifySkelControlBeyondLimit (SkelControlLookAt LookAt)


OnAnimEnd

event OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)

Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops. Will not get called if bLooping is 'true' on the AnimNodeSequence. bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.

Parameters:

  • SeqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
  • PlayedTime - Time played on this animation. (play rate independant).
  • ExcessTime - how much time overlapped beyond end of animation. (play rate independant).

OnAnimPlay

event OnAnimPlay (AnimNodeSequence SeqNode)

Event called when a PlayAnim is called AnimNodeSequence in the animation tree of one of this Actor's SkeletalMeshComponents. bCauseActorAnimPlay must be set 'true' on the AnimNodeSequence for this event to get generated.

Parameters:

  • SeqNode - Node had PlayAnim called. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent

OnRanOver

event OnRanOver (SVehicle Vehicle, PrimitiveComponent RunOverComponent, int WheelIndex)

Called each frame (for each wheel) when an SVehicle has a wheel in contact with this Actor. Not called on Actors that have bWorldGeometry or bStatic set to TRUE.

OnRigidBodySpringOverextension

simulated event OnRigidBodySpringOverextension (RB_BodyInstance BodyInstance)

Notification forwarded from RB_BodyInstance, when a spring is over extended and disabled.

OnSleepRBPhysics

event OnSleepRBPhysics ()

RigidBody went to sleep after being awake - only valid if bCallRigidBodyWakeEvents==TRUE

OnWakeRBPhysics

event OnWakeRBPhysics ()

RigidBody woke up after being stationary - only valid if bCallRigidBodyWakeEvents==TRUE

OutsideWorldBounds

simulated event OutsideWorldBounds ()

called when the Actor is outside the hard limit on world bounds

Note: physics and collision are automatically turned off after calling this function

OverRotated

simulated event bool OverRotated (out Object.Rotator out_Desired, out Object.Rotator out_Actual)

Called by ClampRotation if the rotator was outside of the limits

PhysicsVolumeChange

event PhysicsVolumeChange (PhysicsVolume NewVolume)


PlayActorFaceFXAnim

event bool PlayActorFaceFXAnim (FaceFXAnimSet AnimSet, string GroupName, string SeqName, SoundCue SoundCueToPlay)

Play FaceFX animations on this Actor. Returns TRUE if succeeded, if failed, a log warning will be issued.

PlayParticleEffect

event PlayParticleEffect (const AnimNotify_PlayParticleEffect AnimNotifyData)

Called by AnimNotify_PlayParticleEffect Looks for a socket name first then bone name

Parameters:

  • AnimNotifyData - The AnimNotify_PlayParticleEffect which will have all of the various params on it

PostBeginPlay

event PostBeginPlay ()


PostDemoRewind

simulated event PostDemoRewind ()

called on all dynamic or net relevant actors after rewinding a demo primarily used to propagate properties to components, since components are ignored for rewinding

PostInitAnimTree

event PostInitAnimTree (SkeletalMeshComponent SkelComp)

called after initializing the AnimTree for the given SkeletalMeshComponent that has this Actor as its Owner this is a good place to cache references to skeletal controllers, etc that the Actor modifies

PostRenderFor

simulated event PostRenderFor (PlayerController PC, Canvas Canvas, Object.Vector CameraPosition, Object.Vector CameraDir)

Script function called by NativePostRenderFor().

PostTouch

event PostTouch (Actor Other)


PreBeginPlay

event PreBeginPlay ()


RanInto

event RanInto (Actor Other)


ReceivedNewEvent

simulated event ReceivedNewEvent (SequenceEvent Evt)

Called by SeqAct_AttachToEvent when a duplicate event is added to this actor at run-time

ReplicatedDataBinding

simulated event ReplicatedDataBinding (name VarName)

Called when a variable is replicated that has the 'databinding' keyword.

Parameters:

  • VarName - the name of the variable that was replicated.

ReplicatedEvent

simulated event ReplicatedEvent (name VarName)


ReplicationEnded

simulated event ReplicationEnded ()

called ONLY for bNoDelete Actors on the client when the server was replicating data on this Actor, but no longer considers it relevant (i.e. the actor channel was destroyed) for !bNoDelete Actors this results in destruction, so cleanup code can be done there, but bNoDelete Actors just keep going with whatever data was last received, so this is their chance to perform any cleanup

Reset

event Reset ()


RigidBodyCollision

event RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex)

Called when a PrimitiveComponent this Actor owns has:

   -bNotifyRigidBodyCollision set to true
   -ScriptRigidBodyCollisionThreshold > 0
   -it is involved in a physics collision where the relative velocity exceeds ScriptRigidBodyCollisionThreshold

Parameters:

  • HitComponent - the component of this Actor that collided
  • OtherComponent - the other component that collided
  • RigidCollisionData - information on the collision itslef, including contact points
  • ContactIndex - the element in each ContactInfos' ContactVelocity and PhysMaterial arrays that corresponds to this Actor/HitComponent

RootMotionExtracted

simulated event RootMotionExtracted (SkeletalMeshComponent SkelComp, out Object.BoneAtom ExtractedRootMotionDelta)

Notification called after root motion has been extracted, and before it's been used. This notification can be used to alter extracted root motion before it is forwarded to physics. It is only called when bRootMotionExtractedNotify is TRUE on the SkeletalMeshComponent.

Note: It is fairly slow in Script, so enable only when really needed.

RootMotionModeChanged

simulated event RootMotionModeChanged (SkeletalMeshComponent SkelComp)

Notification that root motion mode changed. Called only from SkelMeshComponents that have bRootMotionModeChangeNotify set. This is useful for synchronizing movements. For intance, when using RMM_Translate, and the event is called, we know that root motion will kick in on next frame. It is possible to kill in-game physics, and then use root motion seemlessly.

ScriptGetTeamNum

simulated event byte ScriptGetTeamNum ()


SetAnimPosition

event SetAnimPosition (name SlotName, int ChannelIndex, name InAnimSeqName, float InPosition, bool bFireNotifies, bool bLooping)

Called each from while the Matinee action is running, with the desired sequence name and position we want to be at.

SetInitialState

simulated event SetInitialState ()


SetMorphWeight

event SetMorphWeight (name MorphNodeName, float MorphWeight)

Called each frame by Matinee to update the weight of a particular MorphNodeWeight.

SetSkelControlScale

event SetSkelControlScale (name SkelControlName, float Scale)

Called each frame by Matinee to update the scaling on a SkelControl.

ShutDown

simulated event ShutDown ()

ShutDown an actor.

SpawnedByKismet

event SpawnedByKismet ()

called when this Actor was spawned by a Kismet actor factory (SeqAct_ActorFactory) after all other spawn events (PostBeginPlay(), etc) have been called

SpecialHandling

event Actor SpecialHandling (Pawn Other)


StopActorFaceFXAnim

event StopActorFaceFXAnim ()

Stop any matinee FaceFX animations on this Actor.

TakeDamage

event TakeDamage (int DamageAmount, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)

apply some amount of damage to this actor

Parameters:

  • DamageAmount - the base damage to apply
  • EventInstigator - the Controller responsible for the damage
  • HitLocation - world location where the hit occurred
  • Momentum - force caused by this hit
  • DamageType - class describing the damage that was done
  • HitInfo - additional info about where the hit occurred
  • DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)

Tick

event Tick (float DeltaTime)


Timer

event Timer ()


TornOff

event TornOff ()


Touch

event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)


TrailsNotify

event TrailsNotify (const AnimNotify_Trails AnimNotifyData)

Called by AnimNotify_Trails

Parameters:

  • AnimNotifyData - The AnimNotify_Trails which will have all of the various params on it

TrailsNotifyEnd

event TrailsNotifyEnd (const AnimNotify_Trails AnimNotifyData)

Called by AnimNotify_Trails

Parameters:

  • AnimNotifyData - The AnimNotify_Trails which will have all of the various params on it

TrailsNotifyTick

event TrailsNotifyTick (const AnimNotify_Trails AnimNotifyData)

Called by AnimNotify_Trails

Parameters:

  • AnimNotifyData - The AnimNotify_Trails which will have all of the various params on it

UnTouch

event UnTouch (Actor Other)