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UE3:Actor events (UT3)

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

Events[edit]

Attach[edit]

event Attach (Actor Other)


BaseChange[edit]

event BaseChange ()


BecomeViewTarget[edit]

event BecomeViewTarget (PlayerController PC)


BeginAnimControl[edit]

event BeginAnimControl (array<AnimSetInAnimSets)

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[edit]

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


BroadcastLocalizedTeamMessage[edit]

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


Bump[edit]

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


CollisionChanged[edit]

event CollisionChanged ()

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

ConstraintBrokenNotify[edit]

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

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

Destroyed[edit]

event Destroyed ()


Detach[edit]

event Detach (Actor Other)


EncroachedBy[edit]

event EncroachedBy (Actor Other)


EncroachingOn[edit]

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[edit]

event EndViewTarget (PlayerController PC)


Falling[edit]

event Falling ()


FellOutOfWorld[edit]

simulated event FellOutOfWorld (class<DamageTypedmgType)

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

FinishAnimControl[edit]

event FinishAnimControl ()

Called when we are done with the AnimControl track.

GainedChild[edit]

event GainedChild (Actor Other)


GetActorEyesViewPoint[edit]

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[edit]

event FaceFXAsset GetActorFaceFXAsset ()

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

GetFaceFXAudioComponent[edit]

simulated event AudioComponent GetFaceFXAudioComponent ()

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

HitWall[edit]

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


InterpolationChanged[edit]

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[edit]

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[edit]

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[edit]

event Landed (Object.Vector HitNormal, Actor FloorActor)


LostChild[edit]

event LostChild (Actor Other)


ModifyHearSoundComponent[edit]

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[edit]

simulated event NotifySkelControlBeyondLimit (SkelControlLookAt LookAt)


OnAnimEnd[edit]

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[edit]

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[edit]

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.

OutsideWorldBounds[edit]

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[edit]

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[edit]

event PhysicsVolumeChange (PhysicsVolume NewVolume)


PlayActorFaceFXAnim[edit]

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

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

PostBeginPlay[edit]

event PostBeginPlay ()


PostInitAnimTree[edit]

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[edit]

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

Script function called by NativePostRenderFor().

PostTouch[edit]

event PostTouch (Actor Other)


PreBeginPlay[edit]

event PreBeginPlay ()


RanInto[edit]

event RanInto (Actor Other)


ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Called when a replicated variable declared with the repnotify modifier is received on the client. During initial replication, this event may get called a few times before PostBeginPlay() is called.

Parameters:

  • VarName - the name of the received variable.

Reset[edit]

event Reset ()


RigidBodyCollision[edit]

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

Called when a PrimitiveComponent this Actor owns has bNotifyRigidBodyCollision set to True and ScriptRigidBodyCollisionThreshold > 0 and 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 itself, including contact points
  • ContactIndex - the element in each RigidCollisionData.ContactInfo's ContactVelocity and PhysMaterial arrays that corresponds to this Actor/HitComponent

RootMotionExtracted[edit]

simulated event RootMotionExtracted (SkeletalMeshComponent SkelComp, out AnimNode.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[edit]

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[edit]

simulated event byte ScriptGetTeamNum ()


SetAnimPosition[edit]

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.

SetAnimWeights[edit]

event SetAnimWeights (array<AnimSlotInfoSlotInfos)

Called each from while the Matinee action is running, to set the animation weights for the actor.

SetInitialState[edit]

simulated event SetInitialState ()


SetMorphWeight[edit]

event SetMorphWeight (name MorphNodeName, float MorphWeight)

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

SetSkelControlScale[edit]

event SetSkelControlScale (name SkelControlName, float Scale)

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

ShutDown[edit]

simulated event ShutDown ()

ShutDown an actor.

SpawnedByKismet[edit]

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[edit]

event Actor SpecialHandling (Pawn Other)


StopActorFaceFXAnim[edit]

event StopActorFaceFXAnim ()

Stop any matinee FaceFX animations on this Actor.

TakeDamage[edit]

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:

  • Damage - 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[edit]

event Tick (float DeltaTime)


Timer[edit]

event Timer ()


TornOff[edit]

event TornOff ()


Touch[edit]

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


UnTouch[edit]

event UnTouch (Actor Other)