Gah - a solution with more questions. – EntropicLqd
UE3:Actor events (UDK)
Contents
- 1 Events
- 1.1 AnimTreeUpdated
- 1.2 Attach
- 1.3 BaseChange
- 1.4 BecomeViewTarget
- 1.5 BeginAnimControl
- 1.6 BroadcastLocalizedMessage
- 1.7 BroadcastLocalizedTeamMessage
- 1.8 Bump
- 1.9 CollisionChanged
- 1.10 ConstraintBrokenNotify
- 1.11 DebugFreezeGame
- 1.12 Destroyed
- 1.13 Detach
- 1.14 EncroachedBy
- 1.15 EncroachingOn
- 1.16 EndViewTarget
- 1.17 Falling
- 1.18 FellOutOfWorld
- 1.19 FinishAnimControl
- 1.20 ForceNetRelevant
- 1.21 GainedChild
- 1.22 GetActorEyesViewPoint
- 1.23 GetActorFaceFXAsset
- 1.24 GetFaceFXAudioComponent
- 1.25 HealDamage
- 1.26 HitWall
- 1.27 InterpolationChanged
- 1.28 InterpolationFinished
- 1.29 InterpolationStarted
- 1.30 Landed
- 1.31 LostChild
- 1.32 ModifyHearSoundComponent
- 1.33 NotifySkelControlBeyondLimit
- 1.34 OnAnimEnd
- 1.35 OnAnimPlay
- 1.36 OnRanOver
- 1.37 OnRigidBodySpringOverextension
- 1.38 OnSleepRBPhysics
- 1.39 OnWakeRBPhysics
- 1.40 OutsideWorldBounds
- 1.41 OverRotated
- 1.42 PhysicsVolumeChange
- 1.43 PlayActorFaceFXAnim
- 1.44 PlayParticleEffect
- 1.45 PostBeginPlay
- 1.46 PostDemoRewind
- 1.47 PostInitAnimTree
- 1.48 PostRenderFor
- 1.49 PostTouch
- 1.50 PreBeginPlay
- 1.51 RanInto
- 1.52 ReceivedNewEvent
- 1.53 ReplicatedDataBinding
- 1.54 ReplicatedEvent
- 1.55 ReplicationEnded
- 1.56 Reset
- 1.57 RigidBodyCollision
- 1.58 RootMotionExtracted
- 1.59 RootMotionModeChanged
- 1.60 ScriptGetTeamNum
- 1.61 SetAnimPosition
- 1.62 SetInitialState
- 1.63 SetMorphWeight
- 1.64 SetSkelControlScale
- 1.65 ShutDown
- 1.66 SpawnedByKismet
- 1.67 SpecialHandling
- 1.68 StopActorFaceFXAnim
- 1.69 TakeDamage
- 1.70 Tick
- 1.71 Timer
- 1.72 TornOff
- 1.73 Touch
- 1.74 TrailsNotify
- 1.75 TrailsNotifyEnd
- 1.76 TrailsNotifyTick
- 1.77 UnTouch
- 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
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Events
AnimTreeUpdated
Notification called when one of our meshes gets his AnimTree updated
Attach
BaseChange
BecomeViewTarget
BeginAnimControl
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
BroadcastLocalizedTeamMessage
Bump
CollisionChanged
Called when collision values change for this actor (via SetCollision/SetCollisionSize).
ConstraintBrokenNotify
When a constraint is broken we will get this event from c++ land.
DebugFreezeGame
Debug Freeze Game dumps the current script function stack and pauses the game with PlayersOnly (still allowing the player to move around).
Destroyed
Detach
EncroachedBy
EncroachingOn
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
Falling
FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
FinishAnimControl
Called when we are done with the AnimControl track.
ForceNetRelevant
forces this actor to be net relevant if it is not already by default, only works on level placed actors (bNoDelete)
GainedChild
GetActorEyesViewPoint
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
Used by Matinee in-game to mount FaceFXAnimSets before playing animations.
GetFaceFXAudioComponent
Function for allowing you to tell FaceFX which AudioComponent it should use for playing audio for corresponding facial animation.
HealDamage
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
InterpolationChanged
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
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
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
LostChild
ModifyHearSoundComponent
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
OnAnimEnd
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 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
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
Notification forwarded from RB_BodyInstance, when a spring is over extended and disabled.
OnSleepRBPhysics
RigidBody went to sleep after being awake - only valid if bCallRigidBodyWakeEvents==TRUE
OnWakeRBPhysics
RigidBody woke up after being stationary - only valid if bCallRigidBodyWakeEvents==TRUE
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
Called by ClampRotation if the rotator was outside of the limits
PhysicsVolumeChange
PlayActorFaceFXAnim
Play FaceFX animations on this Actor. Returns TRUE if succeeded, if failed, a log warning will be issued.
PlayParticleEffect
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
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
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
Script function called by NativePostRenderFor().
PostTouch
PreBeginPlay
RanInto
ReceivedNewEvent
Called by SeqAct_AttachToEvent when a duplicate event is added to this actor at run-time
ReplicatedDataBinding
Called when a variable is replicated that has the 'databinding' keyword.
Parameters:
- VarName - the name of the variable that was replicated.
ReplicatedEvent
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
RigidBodyCollision
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
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
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
SetAnimPosition
Called each from while the Matinee action is running, with the desired sequence name and position we want to be at.
SetInitialState
SetMorphWeight
Called each frame by Matinee to update the weight of a particular MorphNodeWeight.
SetSkelControlScale
Called each frame by Matinee to update the scaling on a SkelControl.
ShutDown
ShutDown an actor.
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
StopActorFaceFXAnim
Stop any matinee FaceFX animations on this Actor.
TakeDamage
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
Timer
TornOff
Touch
TrailsNotify
Called by AnimNotify_Trails
Parameters:
- AnimNotifyData - The AnimNotify_Trails which will have all of the various params on it
TrailsNotifyEnd
Called by AnimNotify_Trails
Parameters:
- AnimNotifyData - The AnimNotify_Trails which will have all of the various params on it
TrailsNotifyTick
Called by AnimNotify_Trails
Parameters:
- AnimNotifyData - The AnimNotify_Trails which will have all of the various params on it